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-ammo weights affected by # bullets remaining
-added code to support urban, desert and snow camo 2 issues: 1. Need to test this to make sure it works, since I'm at work. I'll test it all out tonight. 2. There is no Snow terrain type. Anyone have any great ideas on how to test for it? git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1056,7 +1056,6 @@ ANIMSUBTYPE gDoubleHandledSub =
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STANDING, RGMDBLBREATH, BGMDBLBREATH, RGMDBLBREATH, RGFDBLBREATH
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};
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void InitAnimationSurfacesPerBodytype( )
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{
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INT32 cnt1, cnt2;
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@@ -3209,18 +3208,36 @@ INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType
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return( 0 );
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}
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// Check for cammo...
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// Check for camo...
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//stealth has priority
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if ( GetWornStealth(pSoldier) >= 50 )
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{
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strcpy( zColFilename, "ANIMS\\stealth.col" );
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return( 1 );
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}
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else if ( ( pSoldier->bCamo + pSoldier->wornCamo ) >= 50 )
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int urban = pSoldier->urbanCamo + pSoldier->wornUrbanCamo;
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int jungle = pSoldier->bCamo + pSoldier->wornCamo;
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int desert = pSoldier->desertCamo + pSoldier->wornDesertCamo;
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int snow = pSoldier->snowCamo + pSoldier->wornSnowCamo;
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int total = urban + jungle + desert + snow;
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// display camo depending on which is higher
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if ( total >= 50 )
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{
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strcpy( zColFilename, "ANIMS\\camo.COL" );
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if ( jungle >= urban && jungle >= desert && jungle >= snow )
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strcpy( zColFilename, "ANIMS\\camo.COL" );
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else if ( urban >= jungle && urban >= desert && urban >= snow )
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strcpy( zColFilename, "ANIMS\\urban.col" );
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else if ( desert >= urban && desert >= jungle && desert >= snow )
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strcpy( zColFilename, "ANIMS\\desert.col" );
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else if ( snow >= urban && snow >= desert && snow >= jungle )
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strcpy( zColFilename, "ANIMS\\snow.col" );
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return( 1 );
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}
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}
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return( -1 );
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