- New Feature: Rifle Sling (by Flugente)

o This attachment fits most ARs, Rifles and SMGs. When attached, moving the gun from the main hand to the rifle sling slot does not cost APs when 'Inventory Manipulation costs AP' is turned on.
o When a merc would drop his gun because of damage taken, it is instead moved to the rifle sling slot if possible.
o A gun in the main hand or rifle sling slot cannot be stolen when a rifle sling is attached.

- Tripwire Feature Update (by Flugente)
o proper pictures for tripwire (by smeagol)
o Tripwire no longer activates diagonally.
o When multiple bombs/tripwires are on a tile, only those activatable by tripwire get removed upon deflagged.

- Scope Mode Feature Update (by Flugente)
o Fixed a bug that would crash the game when displaying guns in inventory



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5207 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-04-13 08:19:26 +00:00
parent 5817dee775
commit 1267101467
9 changed files with 140 additions and 55 deletions
+10 -1
View File
@@ -5612,8 +5612,17 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
switch (i)
{
case HANDPOS:
case SECONDHANDPOS:
case GUNSLINGPOCKPOS:
{
// Flugente: if item has a weapon sling attached, it can't be stolen
if ( HasAttachmentOfClass(pObject, AC_SLING) )
fStealItem = FALSE;
else
fStealItem = TRUE;
break;
}
case SECONDHANDPOS:
case KNIFEPOCKPOS:
case BIGPOCK1POS:
case BIGPOCK2POS:
+12 -3
View File
@@ -3497,7 +3497,7 @@ UINT16 uiOIVSlotType[NUM_INV_SLOTS] = {
0, 0, 0, 0, 0, 0 //49-54
};
UINT32 GetInvMovementCost(UINT16 item, UINT32 old_pos, UINT32 new_pos)
UINT32 GetInvMovementCost(OBJECTTYPE* pObj, UINT32 old_pos, UINT32 new_pos)
{
if (!(gTacticalStatus.uiFlags & INCOMBAT) || //Not in combat
(old_pos == -1 || new_pos == -1)|| //Either position is invalid
@@ -3552,7 +3552,7 @@ UINT32 GetInvMovementCost(UINT16 item, UINT32 old_pos, UINT32 new_pos)
FLOAT Weight_Divisor = gGameExternalOptions.uWeightDivisor;
UINT16 weight_modifier;
if (Weight_Divisor != 0)
weight_modifier = DynamicAdjustAPConstants((int)((Item[item].ubWeight) / Weight_Divisor),(int)((Item[item].ubWeight) / Weight_Divisor));
weight_modifier = DynamicAdjustAPConstants((int)((Item[pObj->usItem].ubWeight) / Weight_Divisor),(int)((Item[pObj->usItem].ubWeight) / Weight_Divisor));
else
weight_modifier = 0;
@@ -3562,6 +3562,15 @@ UINT32 GetInvMovementCost(UINT16 item, UINT32 old_pos, UINT32 new_pos)
cost += uiAPCostToSlot[dst_type];
cost += weight_modifier;
// Flugente if we move an item from our hands to the sling, and item has a weapon sling, don't charge any APs
if ( 1 == src_type && 7 == dst_type )
{
// if item has a weapon sling attached
if ( HasAttachmentOfClass(pObj, AC_SLING) )
// we simply let go of the item, we can do that because the sling will catch it
cost = 0;
}
if (cost > APBPConstants[AP_INV_MAX_COST])
cost = APBPConstants[AP_INV_MAX_COST];
@@ -3709,7 +3718,7 @@ void SMInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (INV_AP_COST)
//Jenilee: determine the cost of moving this item around in our inventory
usCostToMoveItem = GetInvMovementCost(gpItemPointer->usItem, uiLastHandPos, uiHandPos);
usCostToMoveItem = GetInvMovementCost(gpItemPointer, uiLastHandPos, uiHandPos);
if ( ( usCostToMoveItem == 0 ) || ( gpSMCurrentMerc->bActionPoints >= usCostToMoveItem ) )
{
+3 -3
View File
@@ -641,9 +641,9 @@ extern OBJECTTYPE gTempObject;
#define AC_DETONATOR 0x00010000 //65536
#define AC_BATTERY 0x00020000 //131072
#define AC_EXTENDER 0x00040000 //262144
#define AC_MISC8 0x00080000 //524288
#define AC_MISC9 0x00100000 //1048576
#define AC_MISC10 0x00200000 //2097152
#define AC_SLING 0x00080000 //524288
#define AC_REMOTEDET 0x00100000 //1048576
#define AC_DEFUSE 0x00200000 //2097152
#define AC_MISC11 0x00400000 //4194304
#define AC_MISC12 0x00800000 //8388608
#define AC_MISC13 0x01000000 //16777216
+71 -30
View File
@@ -9050,7 +9050,9 @@ INT16 GetAimBonus( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, INT32 iRange, INT1
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
bonus = BonusReduceMore( GetItemAimBonus( &Item[ObjList[pSoldier->bScopeMode]->usItem], iRange, ubAimTime ), (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
bonus = BonusReduceMore( GetItemAimBonus( &Item[ObjList[pSoldier->bScopeMode]->usItem], iRange, ubAimTime ), (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
else
bonus = BonusReduceMore( GetItemAimBonus( &Item[pObj->usItem], iRange, ubAimTime ), (*pObj)[0]->data.objectStatus );
@@ -9811,7 +9813,9 @@ INT16 GetPercentAPReduction( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj )
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
bonus += BonusReduceMore( Item[ObjList[pSoldier->bScopeMode]->usItem].percentapreduction, (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
bonus += BonusReduceMore( Item[ObjList[pSoldier->bScopeMode]->usItem].percentapreduction, (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
@@ -10052,8 +10056,10 @@ INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( Item[ObjList[pSoldier->bScopeMode]->usItem].visionrangebonus, (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( Item[ObjList[pSoldier->bScopeMode]->usItem].visionrangebonus, (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
@@ -10159,10 +10165,12 @@ INT16 GetNightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore(
NightBonusScale( Item[ObjList[pSoldier->bScopeMode]->usItem].cavevisionrangebonus, bLightLevel ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore(
NightBonusScale( Item[ObjList[pSoldier->bScopeMode]->usItem].cavevisionrangebonus, bLightLevel ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
@@ -10257,10 +10265,12 @@ INT16 GetCaveVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore(
NightBonusScale( Item[ObjList[pSoldier->bScopeMode]->usItem].cavevisionrangebonus, bLightLevel ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore(
NightBonusScale( Item[ObjList[pSoldier->bScopeMode]->usItem].cavevisionrangebonus, bLightLevel ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
@@ -10361,10 +10371,12 @@ INT16 GetDayVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].dayvisionrangebonus
* (NORMAL_LIGHTLEVEL_NIGHT - __max(bLightLevel,NORMAL_LIGHTLEVEL_DAY)), (NORMAL_LIGHTLEVEL_NIGHT-NORMAL_LIGHTLEVEL_DAY) ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].dayvisionrangebonus
* (NORMAL_LIGHTLEVEL_NIGHT - __max(bLightLevel,NORMAL_LIGHTLEVEL_DAY)), (NORMAL_LIGHTLEVEL_NIGHT-NORMAL_LIGHTLEVEL_DAY) ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
@@ -10461,10 +10473,12 @@ INT16 GetBrightLightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
@@ -10598,8 +10612,10 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
bonus += Item[ObjList[pSoldier->bScopeMode]->usItem].percenttunnelvision;
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
bonus += Item[ObjList[pSoldier->bScopeMode]->usItem].percenttunnelvision;
}
}
else
@@ -11629,7 +11645,9 @@ INT16 GetMinRangeForAimBonus( SOLDIERTYPE* pSoldier, OBJECTTYPE * pObj )
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
bonus = Item[ObjList[pSoldier->bScopeMode]->usItem].minrangeforaimbonus;
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
bonus = Item[ObjList[pSoldier->bScopeMode]->usItem].minrangeforaimbonus;
}
else
bonus = Item[pObj->usItem].minrangeforaimbonus;
@@ -11658,8 +11676,10 @@ FLOAT GetScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj, FLO
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
BestFactor = Item[ObjList[pSoldier->bScopeMode]->usItem].scopemagfactor;
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
BestFactor = Item[ObjList[pSoldier->bScopeMode]->usItem].scopemagfactor;
return __max(1.0f, BestFactor);
}
@@ -11699,8 +11719,12 @@ FLOAT GetBestScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj,
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pObj, ObjList);
// now apply the bonus from the scope we use
return max(1.0f, Item[ObjList[pSoldier->bScopeMode]->usItem].scopemagfactor);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj )
// now apply the bonus from the scope we use
return max(1.0f, Item[ObjList[pSoldier->bScopeMode]->usItem].scopemagfactor);
else
return( 1.0f );
}
FLOAT BestFactor = 1.0;
@@ -12072,7 +12096,9 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(&pSoldier->inv[pSoldier->ubAttackingHand], ObjList);
sScopeBonus = Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus;
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == &pSoldier->inv[pSoldier->ubAttackingHand] )
sScopeBonus = Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus;
}
else
sScopeBonus = GetBaseScopeAimBonus( &pSoldier->inv[pSoldier->ubAttackingHand], uiRange );
@@ -12140,7 +12166,9 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pAttackingWeapon, ObjList);
sScopeBonus = Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus;
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pAttackingWeapon )
sScopeBonus = Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus;
}
else
sScopeBonus = gGameExternalOptions.fAimLevelsDependOnDistance ? GetBaseScopeAimBonus( pAttackingWeapon, uiRange ) : GetBaseScopeAimBonus( pAttackingWeapon, 25000 );
@@ -12989,7 +13017,20 @@ void GetScopeLists( OBJECTTYPE * pObj, std::map<INT8, OBJECTTYPE*>& arScopeMap
BOOLEAN IsAttachmentClass( UINT16 usItem, UINT32 aFlag )
{
return( Item[usItem].attachmentclass & aFlag );
return( (Item[usItem].attachmentclass & aFlag) != 0 );
}
BOOLEAN HasAttachmentOfClass( OBJECTTYPE * pObj, UINT32 aFlag )
{
// check all attachments
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && IsAttachmentClass( iter->usItem, aFlag ) )
return( TRUE );
}
return( FALSE );
}
///////////////////////////////////////////////////////////////////////////////////////////////////
+1
View File
@@ -450,6 +450,7 @@ void GetScopeLists( OBJECTTYPE * pObj, std::map<INT8, OBJECTTYPE*>& arScopeMap
// check if item belongs to a specific attachemnt class
BOOLEAN IsAttachmentClass( UINT16 usItem, UINT32 aFlag );
BOOLEAN HasAttachmentOfClass( OBJECTTYPE * pObj, UINT32 aFlag );
#endif
+3 -1
View File
@@ -7152,7 +7152,9 @@ FLOAT CalcProjectionFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pWeapon, ObjList);
iProjectionFactor = Item[ObjList[pShooter->bScopeMode]->usItem].projectionfactor;
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pShooter->inv[HANDPOS]) == pWeapon )
iProjectionFactor = Item[ObjList[pShooter->bScopeMode]->usItem].projectionfactor;
}
else
iProjectionFactor = GetProjectionFactor( pWeapon );
+7 -1
View File
@@ -9330,7 +9330,13 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
// OK, drop item in main hand...
if ( this->inv[ HANDPOS ].exists() == true )
{
if ( !( this->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ) )
// Flugente: If item has an attached rifle sling, place it the sling position instead
int bSlot = GUNSLINGPOCKPOS;
if ( HasAttachmentOfClass(&(this->inv[ HANDPOS ]), AC_SLING) && TryToPlaceInSlot(this, &(this->inv[ HANDPOS ]), FALSE, bSlot, GUNSLINGPOCKPOS) )
{
;
}
else if ( !( this->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ) )
{
// ATE: if our guy, make visible....
if ( this->bTeam == gbPlayerNum )
+30 -13
View File
@@ -3615,11 +3615,20 @@ BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
UINT32 uiTimeStamp= GetJA2Clock();
BOOLEAN fFoundMine = FALSE;
// for every orientation
for (UINT8 ort = NORTH; ort < NUM_WORLD_DIRECTIONS; ++ort)
UINT8 feasibletripwiredirections[4] =
{
NORTH,
EAST,
SOUTH,
WEST
};
// for every orientation
for (UINT8 i = 0; i < 4; ++i)
{
UINT8 direction = feasibletripwiredirections[i];
// get adjacent grid
UINT32 adjgrid = NewGridNo( sGridNo, DirectionInc( ort ) );
UINT32 adjgrid = NewGridNo( sGridNo, DirectionInc( direction ) );
// if there is a bomb at that grid and level, and it isn't disabled
for (UINT32 uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
@@ -3640,13 +3649,17 @@ BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
// this is important: delete the tripwire, otherwise we get into an infinite loop if there are two piecs of tripwire....
RemoveItemFromPool( adjgrid, gWorldBombs[ uiWorldBombIndex ].iItemIndex, bLevel );
// make sure no one thinks there is a bomb here any more!
if ( gpWorldLevelData[adjgrid].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
// if no other bomb exists here
if ( FindWorldItemForBombInGridNo(adjgrid, bLevel) == -1 )
{
RemoveBlueFlag( adjgrid, bLevel );
// make sure no one thinks there is a bomb here any more!
if ( gpWorldLevelData[adjgrid].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
{
RemoveBlueFlag( adjgrid, bLevel );
}
gpWorldLevelData[adjgrid].uiFlags &= ~(MAPELEMENT_ENEMY_MINE_PRESENT);
}
gpWorldLevelData[adjgrid].uiFlags &= ~(MAPELEMENT_ENEMY_MINE_PRESENT);
// no add a tripwire item to the floor, simulating that activating tripwire deactivates it
AddItemToPool( adjgrid, &newtripwireObject, 1, bLevel, 0, -1 );
@@ -4008,13 +4021,17 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
// this is important: delete the tripwire, otherwise we get into an infinite loop if there are two piecs of tripwire....
RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, bLevel );
// make sure no one thinks there is a bomb here any more!
if ( gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
// if no other bomb exists here
if ( FindWorldItemForBombInGridNo(sGridNo, bLevel) == -1 )
{
RemoveBlueFlag( sGridNo, bLevel );
// make sure no one thinks there is a bomb here any more!
if ( gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
{
RemoveBlueFlag( sGridNo, bLevel );
}
gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_ENEMY_MINE_PRESENT);
}
gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_ENEMY_MINE_PRESENT);
// no add a tripwire item to the floor, simulating that activating tripwire deactivates it
AddItemToPool( sGridNo, &newtripwireObject, 1, bLevel, 0, -1 );
+3 -3
View File
@@ -1900,10 +1900,10 @@ BOOLEAN WriteItemStats()
FilePrintf(hFile,"\t\t<overheatJamThresholdModificator>%4.2f</overheatJamThresholdModificator>\r\n", Item[cnt].overheatJamThresholdModificator );
FilePrintf(hFile,"\t\t<overheatDamageThresholdModificator>%4.2f</overheatDamageThresholdModificator>\r\n", Item[cnt].overheatDamageThresholdModificator );
FilePrintf(hFile,"\t\t<attachmentclass>%4.2f</attachmentclass>\r\n", Item[cnt].attachmentclass );
FilePrintf(hFile,"\t\t<AttachmentClass>%4.2f</AttachmentClass>\r\n", Item[cnt].attachmentclass );
FilePrintf(hFile,"\t\t<tripwireactivation>%d</tripwireactivation>\r\n", Item[cnt].tripwireactivation );
FilePrintf(hFile,"\t\t<tripwire>%d</tripwire>\r\n", Item[cnt].tripwire );
FilePrintf(hFile,"\t\t<TripwireActivation>%d</TripwireActivation>\r\n", Item[cnt].tripwireactivation );
FilePrintf(hFile,"\t\t<TripWire>%d</TripWire>\r\n", Item[cnt].tripwire );
FilePrintf(hFile,"\t</ITEM>\r\n");
}