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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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@@ -389,9 +389,9 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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}
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// JA2Gold: added
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BOOLEAN CloseEnoughForGrenadeToss( INT16 sGridNo, INT16 sGridNo2 )
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BOOLEAN CloseEnoughForGrenadeToss( INT32 sGridNo, INT32 sGridNo2 )
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{
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INT16 sTempGridNo;
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INT32 sTempGridNo;
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UINT8 ubDirection;
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INT16 sXPos, sYPos, sXPos2, sYPos2;
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UINT8 ubMovementCost;
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@@ -459,7 +459,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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UINT8 ubLoop, ubLoop2;
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INT32 iAttackValue;
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INT32 iHitRate, iThreatValue, iTotalThreatValue,iOppThreatValue[MAXMERCS];
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INT16 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS];
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INT32 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS];
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INT8 bFriendLevel[MAXMERCS], bOpponentLevel[MAXMERCS];
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INT32 iEstDamage;
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UINT8 ubFriendCnt = 0,ubOpponentCnt = 0, ubOpponentID[MAXMERCS];
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@@ -1544,7 +1544,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
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}
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}
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UINT8 NumMercsCloseTo( INT16 sGridNo, UINT8 ubMaxDist )
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UINT8 NumMercsCloseTo( INT32 sGridNo, UINT8 ubMaxDist )
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{
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INT8 bNumber = 0;
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UINT32 uiLoop;
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@@ -1705,14 +1705,14 @@ INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT16 ub
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return( iDamage );
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}
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INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT16 sGridno )
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INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT32 sGridNo )
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{
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UINT16 ubExplosiveIndex;
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INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0;
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INT8 bSlot;
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if( pSoldier == NULL || pOpponent == NULL || ubItemPos > pSoldier->inv.size() || sGridno > NUMBEROFTILES )
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if( pSoldier == NULL || pOpponent == NULL || ubItemPos > pSoldier->inv.size() || sGridNo > NUMBEROFTILES )
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return 0;
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if( pSoldier->inv[ubItemPos].exists() == false )
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@@ -1762,7 +1762,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
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if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_TEARGAS || Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_MUSTGAS )
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{
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// if target gridno is outdoors (where tear gas lasts only 1-2 turns)
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if (gpWorldLevelData[sGridno].ubTerrainID != FLAT_FLOOR)
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if (gpWorldLevelData[sGridNo].ubTerrainID != FLAT_FLOOR)
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iBreathDamage /= 2; // reduce effective breath damage by 1/2
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bSlot = FindObj( pOpponent, GASMASK );
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@@ -1777,7 +1777,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
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if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_BURNABLEGAS )
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{
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// if target gridno is outdoors (where tear gas lasts only 1-2 turns)
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if (gpWorldLevelData[sGridno].ubTerrainID != FLAT_FLOOR)
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if (gpWorldLevelData[sGridNo].ubTerrainID != FLAT_FLOOR)
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iBreathDamage /= 2; // reduce effective breath damage by 1/2
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}
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else if (iExplosDamage)
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