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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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@@ -206,7 +206,7 @@ void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle )
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pVehicle->ubWhatKindOfMercAmI = MERC_TYPE__VEHICLE;
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}
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INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType )
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INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType )
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{
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// insert this vehicle into the list
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// how many vehicles are there?
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@@ -310,7 +310,6 @@ INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType )
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Assert( 0 );
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}
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// HEADROCK HAM 3.1: An INI setting allows us to turn the Hummer into a true offroad vehicle. It will use the
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// "TRUCK" type movement, which allows it to go into mild non-road terrain. I wish I could come with a more
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// subtle method than this crude override, but this is what I've got at the moment.
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@@ -1521,7 +1520,7 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
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{
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SOLDIERTYPE *pVehicle;
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UINT8 ubDirection;
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INT16 sGridNo;
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INT32 sGridNo;
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// Get vehicle from soldier...
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pVehicle = GetVehicleSoldierPointerFromPassenger( pSoldier );
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@@ -1535,8 +1534,8 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
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if ( pVehicle->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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sGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 3, pVehicle );
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if ( sGridNo == NOWHERE )
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if (TileIsOutOfBounds(sGridNo))
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{
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// ATE: BUT we need a place, widen the search
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sGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 20, &ubDirection, 3, pVehicle );
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@@ -1594,7 +1593,7 @@ void AddPassangersToTeamPanel( INT32 iId )
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}
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void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo, UINT8 ubAttackerID )
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void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo, UINT8 ubAttackerID )
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{
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if ( ubReason != TAKE_DAMAGE_GAS )
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{
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@@ -1623,7 +1622,7 @@ void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo
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}
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void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT16 sGridNo, UINT8 ubAttackerID )
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void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID )
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{
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// check state the armor was s'posed to be in vs. the current state..the difference / orig state is % chance
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// that a critical hit will occur
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