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bug fixes from Overhaul:
- Data type changes - Templates removed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+13
-13
@@ -283,7 +283,7 @@ EXPLOSIVETYPE Explosive[MAXITEMS+1];// =
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//};
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INT8 gzBurstSndStrings[MAXITEMS*2][128];// =
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CHAR8 gzBurstSndStrings[MAXITEMS*2][128];// =
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//{
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// "", // NOAMMO
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// "", // 38
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@@ -328,7 +328,7 @@ struct
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{
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WEP_PARSE_STAGE curElement;
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INT8 szCharData[MAX_CHAR_DATA_LENGTH+1];
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CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
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WEAPONTYPE curWeapon;
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WEAPONTYPE * curWeaponList;
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UINT32 maxWeapons;
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@@ -340,7 +340,7 @@ typedef weaponParseData;
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static void XMLCALL
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weaponStartElementHandle(void *userData, const char *name, const char **atts)
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weaponStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
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{
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weaponParseData * pData = (weaponParseData *)userData;
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@@ -412,7 +412,7 @@ weaponStartElementHandle(void *userData, const char *name, const char **atts)
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}
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static void XMLCALL
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weaponCharacterDataHandle(void *userData, const char *str, int len)
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weaponCharacterDataHandle(void *userData, const XML_Char *str, int len)
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{
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weaponParseData * pData = (weaponParseData *)userData;
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@@ -425,7 +425,7 @@ weaponCharacterDataHandle(void *userData, const char *str, int len)
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static void XMLCALL
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weaponEndElementHandle(void *userData, const char *name)
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weaponEndElementHandle(void *userData, const XML_Char *name)
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{
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weaponParseData * pData = (weaponParseData *)userData;
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@@ -702,7 +702,7 @@ BOOLEAN ReadInWeaponStats(STR fileName)
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FilePrintf(hFile,"<WEAPONLIST>\r\n");
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for(cnt = 0;cnt < MAXITEMS;cnt++)
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{
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INT8 * szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML)
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STR8 szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML)
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FilePrintf(hFile,"\t<WEAPON>\r\n");
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FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", Weapon[cnt].uiIndex);
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@@ -711,7 +711,7 @@ BOOLEAN ReadInWeaponStats(STR fileName)
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while(szRemainder[0] != '\0')
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{
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UINT32 uiCharLoc = strcspn(szRemainder,"&<>\'\"\0");
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INT8 invChar = szRemainder[uiCharLoc];
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CHAR8 invChar = szRemainder[uiCharLoc];
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if(uiCharLoc)
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{
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@@ -805,7 +805,7 @@ BOOLEAN WriteWeaponStats()
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FilePrintf(hFile,"<WEAPONLIST>\r\n");
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for(cnt = 0;cnt < MAXITEMS;cnt++)
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{
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INT8 * szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML)
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CHAR8 * szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML)
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FilePrintf(hFile,"\t<WEAPON>\r\n");
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FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt);//Weapon[cnt].uiIndex);
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@@ -1512,7 +1512,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
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UINT16 usItemNum;
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BOOLEAN fBuckshot;
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UINT8 ubVolume;
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INT8 zBurstString[512];
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CHAR8 zBurstString[512];
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UINT8 ubDirection;
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INT16 sNewGridNo;
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UINT8 ubMerc;
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@@ -1538,21 +1538,21 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
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if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usItemNum ].ubAttackVolume <= 10 )
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{
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// Pick sound file baed on how many bullets we are going to fire...
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sprintf( (char *)zBurstString, (const char*)gzBurstSndStrings[ Weapon[ usItemNum ].sSilencedBurstSound ], pSoldier->bBulletsLeft );
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sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usItemNum ].sSilencedBurstSound ], pSoldier->bBulletsLeft );
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// Try playing sound...
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pSoldier->iBurstSoundID = PlayJA2SampleFromFile( (STR8) zBurstString, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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pSoldier->iBurstSoundID = PlayJA2SampleFromFile( zBurstString, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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else
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{
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// Pick sound file baed on how many bullets we are going to fire...
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// Lesh: changed next line
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sprintf( (char *)zBurstString, (const char*)gzBurstSndStrings[ Weapon[ usItemNum ].sBurstSound ], pSoldier->bBulletsLeft );
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sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usItemNum ].sBurstSound ], pSoldier->bBulletsLeft );
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INT8 volume = HIGHVOLUME;
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if ( noisefactor < 100 ) volume = (volume * noisefactor) / 100;
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// Try playing sound...
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pSoldier->iBurstSoundID = PlayJA2SampleFromFile( (STR8) zBurstString, RATE_11025, SoundVolume( (INT8) volume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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pSoldier->iBurstSoundID = PlayJA2SampleFromFile( zBurstString, RATE_11025, SoundVolume( (INT8) volume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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/*
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