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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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+12
-7
@@ -13,6 +13,7 @@
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#include "Map Information.h"
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#include "Game Clock.h"
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#include "Overhead.h"
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#include "debug control.h"
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#endif
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/*
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@@ -140,7 +141,7 @@ UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
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(s) = BLOOD_ROOF_TYPE( ntr ) | (s & 0xFD); \
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}
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void RemoveBlood( INT16 sGridNo, INT8 bLevel )
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void RemoveBlood( INT32 sGridNo, INT8 bLevel )
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{
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gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
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@@ -152,7 +153,7 @@ void RemoveBlood( INT16 sGridNo, INT8 bLevel )
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void DecaySmells( void )
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{
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UINT32 uiLoop;
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INT32 uiLoop;
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MAP_ELEMENT * pMapElement;
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//return;
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@@ -176,7 +177,7 @@ void DecaySmells( void )
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void DecayBlood()
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{
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UINT32 uiLoop;
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INT32 uiLoop;
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MAP_ELEMENT * pMapElement;
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for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; uiLoop++, pMapElement++)
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@@ -354,8 +355,12 @@ void DropSmell( SOLDIERTYPE * pSoldier )
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}
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void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible )
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void InternalDropBlood( INT32 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible )
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{
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CHAR tmpMPDbgString[512];
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sprintf(tmpMPDbgString,"InternalDropBlood ( %i , %i , %i , %i , %i )\n",sGridNo, bLevel , ubType , ubStrength , bVisible );
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MPDebugMsg(tmpMPDbgString);
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MAP_ELEMENT * pMapElement;
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UINT8 ubOldStrength=0;
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UINT8 ubNewStrength=0;
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@@ -373,8 +378,8 @@ void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStreng
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return;
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}
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// ATE: Send warning if dropping blood nowhere....
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if ( sGridNo == NOWHERE )
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// ATE: Send warning if dropping blood nowhere....
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if (TileIsOutOfBounds(sGridNo))
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{
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Attempting to drop blood NOWHERE" );
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@@ -499,7 +504,7 @@ void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible )
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void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel )
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void UpdateBloodGraphics( INT32 sGridNo, INT8 bLevel )
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{
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MAP_ELEMENT * pMapElement;
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INT8 bValue;
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