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Merge branch 'master' into ExtraMercs
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+14
-14
@@ -531,8 +531,7 @@ BOOLEAN PhysicsUpdateLife( REAL_OBJECT *pObject, real DeltaTime )
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else
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{
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// If we are in water, and we are a sinkable item...
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// if ( !pObject->fInWater || !( Item[ pObject->Obj.usItem ].fFlags & ITEM_SINKS ) )
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if ( !pObject->fInWater || !( Item[ pObject->Obj.usItem ].sinks ) )
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if ( !pObject->fInWater || !ItemSinks(pObject->Obj.usItem) )
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{
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if ( pObject->fDropItem )
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{
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@@ -562,7 +561,7 @@ BOOLEAN PhysicsUpdateLife( REAL_OBJECT *pObject, real DeltaTime )
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}
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// Make impact noise....
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if ( Item[pObject->Obj.usItem].rock )
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if (ItemIsRock(pObject->Obj.usItem))
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{
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MakeNoise( pObject->ubOwner, pObject->sGridNo, 0, gpWorldLevelData[ pObject->sGridNo ].ubTerrainID, (UINT8) (9 + PreRandom( 9 ) ), NOISE_ROCK_IMPACT );
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}
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@@ -1013,10 +1012,11 @@ BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID )
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if ( iCollisionCode == COLLISION_WINDOW_NORTHWEST || iCollisionCode == COLLISION_WINDOW_NORTHEAST || iCollisionCode == COLLISION_WINDOW_SOUTHWEST || iCollisionCode == COLLISION_WINDOW_SOUTHEAST )
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{
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// sevenfm: added requirements for object to break window
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if (Item[pObject->Obj.usItem].ubWeight >= 4 &&
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Item[pObject->Obj.usItem].sinks &&
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!Item[pObject->Obj.usItem].unaerodynamic &&
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(Item[pObject->Obj.usItem].metal || Item[pObject->Obj.usItem].rock))
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UINT16 usItem = pObject->Obj.usItem;
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if (Item[usItem].ubWeight >= 4 &&
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ItemSinks(usItem) &&
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!ItemIsUnaerodynamic(usItem) &&
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(ItemIsMetal(usItem) || ItemIsRock(usItem)))
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{
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if (!pObject->fTestObject)
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{
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@@ -1927,7 +1927,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 1741"));
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if ( fArmed && ( Item[usLauncher].mortar || Item[pItem->usItem].mortar ) )
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if ( fArmed && (ItemIsMortar(usLauncher) || ItemIsMortar(pItem->usItem)) )
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{
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// Start at 0....
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sStartZ = ( pSoldier->pathing.bLevel * 256 );
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@@ -1937,7 +1937,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 1750"));
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if ( fArmed && ( Item[usLauncher].grenadelauncher || Item[pItem->usItem].grenadelauncher ) )
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if ( fArmed && (ItemIsGrenadeLauncher(usLauncher) || ItemIsGrenadeLauncher(pItem->usItem)) )
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{
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// OK, look at target level and decide angle to use...
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if ( ubLevel == 1 )
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@@ -1995,7 +1995,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
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{
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// bad news - i can't throw item at myself
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// so use dir incrementer
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UINT8 ubDir = atan8( CenterX(pSoldier->sGridNo), CenterY(pSoldier->sGridNo), CenterX(sGridNo), CenterY(sGridNo) );
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UINT8 ubDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sGridNo);
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sInterGridNo += DirIncrementer[ubDir];
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}
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}
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@@ -2327,7 +2327,7 @@ void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UI
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}
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// set the max miss radius
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if ( Item[usItemNum].mortar )
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if (ItemIsMortar(usItemNum))
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{
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bMaxRadius = gItemSettings.usMissMaxRadiusMortar;
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}
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@@ -2413,7 +2413,7 @@ void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UI
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 2103"));
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if ( fArmed && Item[usLauncher].mortar )
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if ( fArmed && ItemIsMortar(usLauncher))
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{
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// Start at 0....
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sStartZ = ( pSoldier->pathing.bLevel * 256 ) + 50;
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@@ -2665,7 +2665,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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{
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fCheckForDuds = TRUE;
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if (CanDelayGrenadeExplosion(pObj->usItem) && (Item[pObj->usItem].ubCursor == TOSSCURS || Item[pObj->usItem].glgrenade))
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if (CanDelayGrenadeExplosion(pObj->usItem) && (Item[pObj->usItem].ubCursor == TOSSCURS || ItemIsGLgrenade(pObj->usItem)))
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{
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fCanDelayExplosion = TRUE;
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}
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@@ -2780,7 +2780,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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if ( fDoImpact )
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{
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if ( Item[pObject->Obj.usItem].flare )
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if (ItemIsFlare(pObject->Obj.usItem))
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{
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//if the light object will be created OFF the ground
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if( pObject->Position.z > 0 && FindBuilding(pObject->sGridNo) )
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