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- New feature: sector fortification allows to construct structures in sectors in a much easier way than by using amerc to build 'by hand'. Fortification nodes are in a subfolder in Profiles and can easily be altered and exchanged, even in an ongoing game.
Fully savegame compatible. GameDir >= r2296 is recommended, but not required. - Cleaned up cover display functions. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8094 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5851,7 +5851,7 @@ gridnoarmourvector GetArmourSharedRoofNetwork( gridnoarmourvector& arNetwork )
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// handle destroying if a single roof tile
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void RoofDestruction( INT32 sGridNo )
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void RoofDestruction( INT32 sGridNo, BOOLEAN fWithExplosion )
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{
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SOLDIERTYPE* pSoldier = NULL;
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@@ -5953,11 +5953,14 @@ void RoofDestruction( INT32 sGridNo )
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ApplyMapChangesToMapTempFile( TRUE );
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// play an animation of falling roof tiles
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// if we merely collected the tiles that collapse and then call them all together, it would be possible to have animations for multi-tile collapses
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static UINT16 usRoofCollapseExplosionIndex = 1727;
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if ( HasItemFlag( usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) || GetFirstItemWithFlag( &usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) )
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if ( fWithExplosion )
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{
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InternalIgniteExplosion( NOBODY, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, usRoofCollapseExplosionIndex, FALSE, 0 );
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// if we merely collected the tiles that collapse and then call them all together, it would be possible to have animations for multi-tile collapses
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static UINT16 usRoofCollapseExplosionIndex = 1727;
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if ( HasItemFlag( usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) || GetFirstItemWithFlag( &usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) )
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{
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InternalIgniteExplosion( NOBODY, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, usRoofCollapseExplosionIndex, FALSE, 0 );
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}
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}
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RemoveAllRoofsOfTypeRangeAdjustSaveFile( sGridNo, FIRSTTEXTURE, WIREFRAMES );
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