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- When a roof collapses, 'debris smoke' can briefly cloud the debris. Requires GameDir >= r2309.
- Improved roof collapsing for small roofs. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8121 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+2
-2
@@ -1935,9 +1935,9 @@ INT32 LineOfSightTest( FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX,
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// leaving a tile, check to see if it had gas in it
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// if ( pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS) )
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if ( pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS) )
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if ( pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS | MAPELEMENT_EXT_DEBRIS_SMOKE) )
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{
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if ( (pMapElement->ubExtFlags[0] & MAPELEMENT_EXT_SMOKE) && !fSmell )
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if ( (pMapElement->ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_DEBRIS_SMOKE) ) && !fSmell )
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{
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bSmoke++;
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@@ -2387,6 +2387,14 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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}
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}
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if ( gpWorldLevelData[pSoldier->sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_DEBRIS_SMOKE )
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{
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//if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) ) // gas mask doesn't help vs fire damage
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{
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pExplosive = &(Explosive[Item[GetFirstExplosiveOfType( EXPLOSV_SMOKE_DEBRIS )].ubClassIndex]);
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}
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}
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
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@@ -291,6 +291,7 @@ enum
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EXPLOSV_BURNABLEGAS,
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EXPLOSV_FLASHBANG,
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EXPLOSV_SIGNAL_SMOKE,
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EXPLOSV_SMOKE_DEBRIS,
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};
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#define AMMO_DAMAGE_ADJUSTMENT_BUCKSHOT( x ) (x / 4)
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