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- Fix: applying canteens/camo/clothes on persons still cost them APs
- Fix: planting bombs was impossible git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5964 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -16985,15 +16985,15 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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{
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this->LooseDisguise();
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this->Strip();
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// alert the soldier
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pSoldier->aiData.bAlertStatus = min(pSoldier->aiData.bAlertStatus, STATUS_RED);
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ProcessImplicationsOfPCAttack( this, &pSoldier, REASON_NORMAL_ATTACK );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->name, pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->name, this->name );
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}
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// alert the soldier
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pSoldier->aiData.bAlertStatus = min(pSoldier->aiData.bAlertStatus, STATUS_RED);
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ProcessImplicationsOfPCAttack( this, &pSoldier, REASON_NORMAL_ATTACK );
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}
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}
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@@ -17002,7 +17002,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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if ( !gGameOptions.fFoodSystem && Item[ usItem ].canteen )
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{
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BOOLEAN tmp = FALSE;
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success = ApplyCanteen( pSoldier, pObj, &tmp );
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success = ApplyCanteen( pSoldier, pObj, &tmp, FALSE );
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}
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else if ( Item[ usItem ].drugtype || Item[ usItem ].canteen )
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{
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@@ -17012,7 +17012,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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else if ( Item[ usItem ].camouflagekit )
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{
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BOOLEAN tmp = FALSE;
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success = ApplyCammo( pSoldier, pObj, &tmp );
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success = ApplyCammo( pSoldier, pObj, &tmp, FALSE );
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if ( success )
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{
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@@ -17055,7 +17055,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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}
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else if ( Item[ usItem ].clothestype )
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{
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ApplyClothes( pSoldier, pObj );
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ApplyClothes( pSoldier, pObj, FALSE );
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// Dirty
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fInterfacePanelDirty = DIRTYLEVEL2;
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@@ -17083,10 +17083,25 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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return;
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}
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}
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// Say NOTHING quote...
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this->DoMercBattleSound( BATTLE_SOUND_NOTHING );
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// Say NOTHING quote...
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this->DoMercBattleSound( BATTLE_SOUND_NOTHING );
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}
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else
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{
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// if this is bomb, but nobody is there, plant the bomb instead
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OBJECTTYPE* pObj = &(this->inv[ HANDPOS ]);
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if ( pObj->exists() )
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{
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UINT16 usItem = pObj->usItem;
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if ( Item[ usItem ].usItemClass == IC_BOMB )
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{
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this->EVENT_SoldierBeginDropBomb( );
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}
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}
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}
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}
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void SOLDIERTYPE::EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot )
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