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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -49,15 +49,15 @@ class OBJECTTYPE;
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class SOLDIERTYPE;
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INT16 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
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INT32 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
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SOLDIERTYPE *gpKillerSoldier = NULL;
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INT16 gsGridNo;
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INT32 gsGridNo;
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INT8 gbLevel;
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// This function checks if our statue exists in the current sector at given gridno
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BOOLEAN DoesO3SectorStatueExistHere( INT16 sGridNo )
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BOOLEAN DoesO3SectorStatueExistHere( INT32 sGridNo )
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{
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INT32 cnt;
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EXITGRID ExitGrid;
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@@ -116,7 +116,7 @@ void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
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ExitGrid.ubGotoSectorX = 3;
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ExitGrid.ubGotoSectorY = MAP_ROW_O;
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ExitGrid.ubGotoSectorZ = 1;
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ExitGrid.sGridNo = 13037;
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ExitGrid.usGridNo = 13037;
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AddExitGridToWorld( 13669, &ExitGrid );
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gpWorldLevelData[ 13669 ].uiFlags |= MAPELEMENT_REVEALED;
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@@ -143,7 +143,7 @@ void DeidrannaTimerCallback( void )
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}
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void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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gpKillerSoldier = pKillerSoldier;
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gsGridNo = sGridNo;
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@@ -160,7 +160,7 @@ void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8
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}
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void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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@@ -251,7 +251,7 @@ void DoneFadeOutKilledQueen( void )
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// Set gridno
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = 5687;
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pSoldier->usStrategicInsertionData = 5687;//dnl!!!
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// Set direction to face....
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pSoldier->ubInsertionDirection = 100 + NORTHWEST;
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}
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@@ -403,7 +403,7 @@ void QueenBitchTimerCallback( void )
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}
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void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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@@ -449,7 +449,7 @@ void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT
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}
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void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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