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Merge branch 'master' into ExtraMercs
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@@ -561,8 +561,7 @@ INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
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}
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else
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{
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AniParams.sX = CenterX(pCorpse->def.sGridNo);
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AniParams.sY = CenterY(pCorpse->def.sGridNo);
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ConvertGridNoToCenterCellXY(pCorpse->def.sGridNo, &AniParams.sX, &AniParams.sY);
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}
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AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
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@@ -1015,7 +1014,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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{
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// and make sure that it really is a droppable item type
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// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
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if ( !(Item[ pObj->usItem ].defaultundroppable ) )
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if ( !ItemIsUndroppableByDefault(pObj->usItem) )
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{
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ReduceAmmoDroppedByNonPlayerSoldiers( pSoldier, cnt );
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//if this soldier was an enemy
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@@ -1028,7 +1027,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
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usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
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if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
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if (ItemIsDamageable(pObj->usItem) && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
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{
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// silversurfer: externalized this
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//(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random(20);
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@@ -1588,8 +1587,7 @@ void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
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AniParams.sDelay = (INT16)( 80 );
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AniParams.sStartFrame = 0;
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AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD;
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AniParams.sX = CenterX( sBaseGridNo );
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AniParams.sY = CenterY( sBaseGridNo );
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ConvertGridNoToCenterCellXY(sBaseGridNo, &AniParams.sX, &AniParams.sY);
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AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
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strcpy( AniParams.zCachedFile, "TILECACHE\\GEN_BLOW.STI" );
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@@ -2284,10 +2282,12 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
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Corpse.ubBodyType = REGMALE;
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}
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
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Corpse.sGridNo = sGridNo;
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Corpse.dXPos = CenterX(Corpse.sGridNo);
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Corpse.dYPos = CenterY(Corpse.sGridNo);
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Corpse.dXPos = sX;
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Corpse.dYPos = sY;
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Corpse.sHeightAdjustment = 0;
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