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- print interrogation progress as float number
- spy selftest in pointless without disguise - inventory explosion creates a sound git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+7
-2
@@ -1625,6 +1625,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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BOOLEAN fDoIcon = FALSE;
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UINT32 uiRenderBuffer;
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INT16 sPtsAvailable = 0;
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FLOAT bPtsAvailable = 0.0; // Flugente: sometimes, we want to display float values...
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UINT16 usMaximumPts = 0;
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CHAR16 sString[ 32 ];
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UINT16 usTextWidth;
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@@ -2415,7 +2416,8 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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case FACILITY_INTERROGATE_PRISONERS:
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sIconIndex = 23;
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fDoIcon = TRUE;
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sPtsAvailable = (INT16)( CalculateInterrogationValue(pSoldier, &usMaximumPts )/100 );
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//sPtsAvailable = (INT16)( CalculateInterrogationValue(pSoldier, &usMaximumPts )/100 );
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bPtsAvailable = (FLOAT)( CalculateInterrogationValue(pSoldier, &usMaximumPts )/100.0 );
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fShowNumber = TRUE;
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fShowMaximum = TRUE;
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break;
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@@ -2450,7 +2452,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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if ( fShowMaximum )
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{
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swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
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if ( pSoldier->bAssignment == FACILITY_INTERROGATE_PRISONERS )
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swprintf( sString, L"%2.2f/%d", bPtsAvailable, usMaximumPts );
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else
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swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
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}
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else
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{
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@@ -5033,7 +5033,8 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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break;
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case 6:
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// test our disguise
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gpTempSoldier->SpySelfTest();
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if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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gpTempSoldier->SpySelfTest();
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break;
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default:
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break;
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@@ -14263,6 +14263,9 @@ void SOLDIERTYPE::InventoryExplosion( void )
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INT16 breathdamage = (INT16)(500 + Random(1500));
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if ( bBreath - breathdamage < 0 )
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breathdamage = bBreath;
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// Play sound
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PlayJA2SampleFromFile( "Sounds\\Explode1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
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SoldierTakeDamage( 0, damage, 0, breathdamage, TAKE_DAMAGE_EXPLOSION, this->ubID, sGridNo, 0, TRUE );
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