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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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-4
@@ -61,7 +61,7 @@ typedef struct
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INT16 sSectorY; // Y position on the Stategic Map
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INT16 sSectorZ;
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BOOLEAN fBetweenSectors; // between sectors?
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INT16 sGridNo; // location in tactical
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INT32 sGridNo; // location in tactical
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SOLDIERTYPE *pPassengers[ MAXPASSENGERS ];
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UINT8 ubDriver;
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INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
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@@ -94,7 +94,7 @@ extern INT32 iMvtTypes[];
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void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle );
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// add vehicle to list and return id value
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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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// remove this vehicle from the list
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BOOLEAN RemoveVehicleFromList( INT32 iId );
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@@ -169,7 +169,7 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier );
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void AddPassangersToTeamPanel( INT32 iId );
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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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// the soldiertype containing this tactical incarnation of this vehicle
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SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId );
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@@ -180,7 +180,7 @@ void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints );
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//INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation );
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// handle crit hit to vehicle in this location
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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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// ste up armor values for this vehicle
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void SetUpArmorForVehicle( UINT8 ubID );
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