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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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@@ -42,9 +42,9 @@
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BOOLEAN gfSetPerceivedDoorState = FALSE;
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BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
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BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
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void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations )
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void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations )
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{
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STRUCTURE * pStructure;
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DOOR_STATUS * pDoorStatus;
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@@ -452,7 +452,7 @@ void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
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BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *pStructure )
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BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *pStructure )
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{
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BOOLEAN fHandleDoor = FALSE;
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INT16 sAPCost = 0, sBPCost = 0;
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@@ -944,8 +944,30 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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{
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if ( fDoor )
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{
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HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
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if(is_client)send_door( pSoldier, sGridNo, FALSE );
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if (is_networked)
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{
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// If we are the server, always handle the doors
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if (is_server)
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HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
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// if we are the pure client, only handle doors for MERC (and not for enemies)!!
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// The reason for this is, because the method "receive_door" (client.cpp) handles the "HandleDoorChangeFromGridNo()"
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else
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{
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if (pSoldier->ubID <= 19)
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HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
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}
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// WANNE - MP: The "receive_door" method only gets called for the pure clients and not for the server!
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// WANNE - MP: General Info!
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// If pure client calls "send_door" also the method "receive_door" (client.cpp) gets called
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// If server calls "send_door", the method "receive_door" on the server doest not get called.
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if(is_client)
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send_door( pSoldier, sGridNo, FALSE );
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}
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else
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{
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HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
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}
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}
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else
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{
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@@ -963,7 +985,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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}
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BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations )
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BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations )
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{
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LEVELNODE * pShadowNode;
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LEVELNODE * pNode;
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@@ -1303,7 +1325,7 @@ BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *
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return( fDoAnimation );
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}
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void SetDoorString( INT16 sGridNo )
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void SetDoorString( INT32 sGridNo )
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{
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DOOR *pDoor;
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DOOR_STATUS * pDoorStatus;
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