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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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@@ -23,7 +23,7 @@ typedef struct
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT16 sGridNo; // World GridNo
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INT32 sGridNo; // World GridNo
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BOOLEAN fLocate;
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INT8 bLevel; // World level
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UINT8 ubUnsed[1];
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@@ -98,26 +98,22 @@ extern EXPLOSIONTYPE gExplosionData[ NUM_EXPLOSION_SLOTS ];
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extern UINT8 gubElementsOnExplosionQueue;
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extern BOOLEAN gfExplosionQueueActive;
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void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 sGridNo, UINT16 usItem, INT8 bLevel );
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void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel );
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void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel );
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void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel );
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void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
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void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum );
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void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp );
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void DecayBombTimers( void );
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void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency );
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BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT16 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
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void ActivateSwitchInGridNo( UINT8 ubID, INT16 sGridNo );
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BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
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void ActivateSwitchInGridNo( UINT8 ubID, INT32 sGridNo );
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void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger );
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void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame );
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void RemoveExplosionData( INT32 iIndex );
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void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 sGridNo, UINT8 ubDamage );
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void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT32 sGridNo, UINT8 ubDamage );
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void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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@@ -131,6 +127,10 @@ void RemoveAllActiveTimedBombs( void );
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#define GASMASK_MIN_STATUS 70
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BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
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// OJW - 20091028 - Explosion damage sync
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BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent , BOOL fFromRemoteClient = FALSE );
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BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner , BOOL fFromRemoteClient = FALSE );
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void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum , BOOL fFromRemoteClient = FALSE , BOOL fNewSmokeEffect = FALSE );
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void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient = FALSE );
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#endif
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