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Import changes from the local SVN working copy
This commit is contained in:
@@ -69,19 +69,19 @@ BOOLEAN HookerInRoom( UINT16 usRoom );
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// MODULE FOR EXPLOSIONS
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// Spreads the effects of explosions...
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BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usItem, UINT8 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID );
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BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usItem, UINT16 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID );
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// Flashbang effect on soldier
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UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOLEAN fInBuilding);
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// HEADROCK HAM 5.1: Explosion Fragments launcher
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void FireFragments( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection = DIRECTION_IRRELEVANT );
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void FireFragments( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection = DIRECTION_IRRELEVANT );
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// Flugente: shoot a gun without anyone operating it (used for makeshift traps wih guns)
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void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECTTYPE* pObj, UINT8 ubDirection = NORTH );
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extern INT8 gbSAMGraphicList[ MAX_NUMBER_OF_SAMS ];
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extern void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
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extern void AddToShouldBecomeHostileOrSayQuoteList( UINT16 ubID );
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extern void RecompileLocalMovementCostsForWall( INT32 sGridNo, UINT8 ubOrientation );
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void FatigueCharacter( SOLDIERTYPE *pSoldier );
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@@ -182,11 +182,11 @@ UINT8 gubElementsOnExplosionQueue = 0;
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BOOLEAN gfExplosionQueueActive = FALSE;
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BOOLEAN gfExplosionQueueMayHaveChangedSight = FALSE;
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UINT8 gubPersonToSetOffExplosions = NOBODY;
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UINT16 gubPersonToSetOffExplosions = NOBODY;
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INT32 gsTempActionGridNo = NOWHERE;
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extern UINT8 gubInterruptProvoker;
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extern UINT16 gubInterruptProvoker;
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#define NUM_EXPLOSION_SLOTS 100
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@@ -198,7 +198,7 @@ UINT32 guiNumExplosions = 0;
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INT32 GetFreeExplosion( void );
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void RecountExplosions( void );
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void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion );
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void HandleBuldingDestruction( INT32 sGridNo, UINT8 ubOwner );
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void HandleBuldingDestruction( INT32 sGridNo, UINT16 ubOwner );
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#ifdef JA2UB
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//JA25 UB
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@@ -251,7 +251,7 @@ void RecountExplosions( void )
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extern void HandleLoyaltyForDemolitionOfBuilding( SOLDIERTYPE *pSoldier, INT16 sPointsDmg );
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// GENERATE EXPLOSION
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void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj )
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void InternalIgniteExplosion( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj )
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{
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#ifdef JA2BETAVERSION
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if (is_networked) {
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@@ -392,7 +392,7 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
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}
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void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj )
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void IgniteExplosion( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection, OBJECTTYPE * pObj )
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{
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InternalIgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, usItem, TRUE, bLevel, ubDirection, pObj );
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}
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@@ -654,8 +654,9 @@ void HandleFencePartnerCheck( INT32 sStructGridNo )
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INT8 ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNextCurrent, INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist,
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BOOLEAN *pfRecompileMovementCosts, BOOLEAN fOnlyWalls, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT8 ubOwner, INT8 bLevel,
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INT8 ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNextCurrent, INT32 sGridNo, INT16 sWoundAmt,
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UINT32 uiDist,
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BOOLEAN *pfRecompileMovementCosts, BOOLEAN fOnlyWalls, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT16 ubOwner, INT8 bLevel,
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UINT8 ubReason )
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{
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#ifdef JA2BETAVERSION
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@@ -1335,8 +1336,10 @@ INT8 ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNextC
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STRUCTURE *gStruct;
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void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLEAN *pfRecompileMovementCosts,
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BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT8 ubOwner, INT8 bLevel,
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void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist,
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BOOLEAN *pfRecompileMovementCosts,
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BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT16 ubOwner,
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INT8 bLevel,
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UINT8 ubReason )
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{
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#ifdef JA2BETAVERSION
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@@ -1519,7 +1522,7 @@ void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLE
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}
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BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent , BOOL fFromRemoteClient )
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BOOLEAN DamageSoldierFromBlast( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent, BOOL fFromRemoteClient )
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{
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// OJW - 20091028
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if (is_networked && is_client)
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@@ -1889,12 +1892,12 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
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if (IsOurSoldier(pSoldier) || (pSoldier->bTeam == 1 && is_server) && !fFromRemoteClient)
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{
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// if it gets here then we can let the other clients know our merc took damage
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send_explosivedamage( ubPerson , ubOwner , sBombGridNo , sNewWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent );
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send_explosivedamage( ubPerson, ubOwner, sBombGridNo, sNewWoundAmt, sBreathAmt, uiDist, usItem, sSubsequent );
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}
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}
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// OJW - 20091028 - If from a remote client, use unadjusted damage amount
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pSoldier->EVENT_SoldierGotHit( usItem, (fFromRemoteClient ? sWoundAmt : sNewWoundAmt) , sBreathAmt, ubDirection, (INT16)uiDist, ubOwner, ubSpecial, ANIM_CROUCH, sSubsequent, sBombGridNo );
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pSoldier->EVENT_SoldierGotHit( usItem, (fFromRemoteClient ? sWoundAmt : sNewWoundAmt), sBreathAmt, ubDirection, (INT16)uiDist, ubOwner, ubSpecial, ANIM_CROUCH, sSubsequent, sBombGridNo );
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pSoldier->ubMiscSoldierFlags |= SOLDIER_MISC_HURT_BY_EXPLOSION;
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@@ -1906,7 +1909,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
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return( TRUE );
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}
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BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner , BOOL fFromRemoteClient )
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BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT16 ubOwner, BOOL fFromRemoteClient )
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{
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// OJW - 20091028
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if (is_networked && is_client)
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@@ -2154,7 +2157,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
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// and align them with our random number generator
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if (IsOurSoldier(pSoldier) || (pSoldier->bTeam == 1 && is_server) && !fFromRemoteClient)
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{
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send_gasdamage( pSoldier , pExplosive->uiIndex , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , ubOwner );
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send_gasdamage( pSoldier, pExplosive->uiIndex, sSubsequent, fRecompileMovementCosts, sWoundAmt, sBreathAmt, ubOwner );
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}
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}
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@@ -2171,7 +2174,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
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return( fRecompileMovementCosts );
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}
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BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usItem, UINT8 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID )
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BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usItem, UINT16 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID )
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{
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#ifdef JA2BETAVERSION
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if (is_networked) {
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@@ -2182,7 +2185,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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#endif
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INT16 sWoundAmt = 0,sBreathAmt = 0, /* sNewWoundAmt = 0, sNewBreathAmt = 0, */ sStructDmgAmt;
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UINT8 ubPerson;
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UINT16 ubPerson;
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SOLDIERTYPE *pSoldier;
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EXPLOSIVETYPE *pExplosive;
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INT16 sX, sY;
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@@ -2307,7 +2310,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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// ATE: Make sure guys get pissed at us!
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HandleBuldingDestruction( sGridNo ,ubOwner );
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HandleBuldingDestruction( sGridNo,ubOwner );
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if ( fBlastEffect )
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@@ -2374,7 +2377,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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}
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}
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ExplosiveDamageGridNo( sGridNo, sStructDmgAmt, uiDist, &fRecompileMovementCosts, FALSE, -1, 0 , ubOwner, bLevel, STRUCTURE_DAMAGE_EXPLOSION );
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ExplosiveDamageGridNo( sGridNo, sStructDmgAmt, uiDist, &fRecompileMovementCosts, FALSE, -1, 0, ubOwner, bLevel, STRUCTURE_DAMAGE_EXPLOSION );
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// ATE: Look for damage to walls ONLY for next two gridnos
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sNewGridNo = NewGridNo( sGridNo, DirectionInc( NORTH ) );
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@@ -2926,7 +2929,7 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE
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void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID , BOOL fFromRemoteClient , BOOL fNewSmokeEffect )
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void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID, BOOL fFromRemoteClient, BOOL fNewSmokeEffect )
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{
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if (is_networked && is_client)
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{
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@@ -3291,7 +3294,7 @@ void BillyBlocksDoorCallback( void )
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BOOLEAN HookerInRoom( UINT16 usRoom )
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{
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//DBrot: More Rooms
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UINT8 ubLoop;//, ubTempRoom;
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UINT16 ubLoop;//, ubTempRoom;
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UINT16 usTempRoom;
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SOLDIERTYPE * pSoldier;
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@@ -3804,7 +3807,7 @@ void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemo
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WORLDITEM wi = gWorldItems[iWorldIndex];
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if (wi.fExists)
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{
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INT8 soldierID = wi.soldierID; // bomb's owner
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INT16 soldierID = wi.soldierID; // bomb's owner
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if (soldierID == -1)
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soldierID = wi.object[0]->data.misc.ubBombOwner - 2; // undo the hack
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@@ -3835,7 +3838,7 @@ void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemo
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}
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// Flugente: activate everything connected to a tripwire in the surrounding if sGridNo on level bLevel with regard to the tripwire netwrok and hierarchy determined by ubFlag
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BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT32 ubFlag )
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BOOLEAN ActivateSurroundingTripwire( UINT16 ubID, INT32 sGridNo, INT8 bLevel, UINT32 ubFlag )
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{
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UINT32 uiTimeStamp= GetJA2Clock();
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BOOLEAN fFoundMine = FALSE;
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@@ -3970,7 +3973,7 @@ BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UIN
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}
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// Flugente: A special function for tripwire gun traps. Search if pObj has a gun attached. If so, fire a shot from that gun in a specific direction. Afterwards place the gun on the ground
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void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, UINT8 ubId, UINT8 ubDirection )
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void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, UINT16 ubId, UINT8 ubDirection )
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{
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if ( !pObj )
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return;
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@@ -4063,7 +4066,7 @@ void HandleExplosionQueue( void )
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if ( sSoundID > NO_ALT_SOUND )
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PlayJA2Sample( sSoundID, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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UINT8 ubID = WhoIsThere2( sGridNo, ubLevel );
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UINT16 ubID = WhoIsThere2( sGridNo, ubLevel );
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if ( ubID != NOBODY )
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{
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@@ -4294,7 +4297,7 @@ void HandleExplosionQueue( void )
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if (gfExplosionQueueMayHaveChangedSight)
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{
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UINT8 ubLoop;
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UINT16 ubLoop;
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SOLDIERTYPE * pTeamSoldier;
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// set variable so we may at least have someone to resolve interrupts vs
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@@ -4669,7 +4672,7 @@ void DecayBombTimers( void )
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}
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}
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void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency )
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void SetOffBombsByFrequency( UINT16 ubID, INT8 bFrequency )
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{
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UINT32 uiWorldBombIndex;
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UINT32 uiTimeStamp;
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@@ -4749,7 +4752,7 @@ void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency )
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// OJW - 20091029 - disarm explosives
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if (is_networked && is_client)
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send_disarm_explosive( sGridNo , gWorldBombs[uiWorldBombIndex].iItemIndex, ubID );
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send_disarm_explosive( sGridNo, gWorldBombs[uiWorldBombIndex].iItemIndex, ubID );
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// set back ubWireNetworkFlag and bDefuseFrequency, but not the direction... bomb is still aimed, it is just turned off
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(*pObj)[0]->data.ubWireNetworkFlag = 0;
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@@ -4857,7 +4860,7 @@ void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency )
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}
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}
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void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger )
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void SetOffPanicBombs( UINT16 ubID, INT8 bPanicTrigger )
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{
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// need to turn off gridnos & flags in gTacticalStatus
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gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] = NOWHERE;
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@@ -4895,7 +4898,7 @@ void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger )
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}
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}
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BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel )
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BOOLEAN SetOffBombsInGridNo( UINT16 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel )
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{
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UINT32 uiWorldBombIndex;
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UINT32 uiTimeStamp;
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@@ -5006,7 +5009,7 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
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return( fFoundMine );
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}
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void ActivateSwitchInGridNo( UINT8 ubID, INT32 sGridNo )
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void ActivateSwitchInGridNo( UINT16 ubID, INT32 sGridNo )
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{
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UINT32 uiWorldBombIndex;
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OBJECTTYPE * pObj;
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@@ -5307,10 +5310,10 @@ void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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// loop through civ team and find
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// anybody who is an NPC and
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// see if they get angry
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void HandleBuldingDestruction( INT32 sGridNo, UINT8 ubOwner )
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void HandleBuldingDestruction( INT32 sGridNo, UINT16 ubOwner )
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{
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SOLDIERTYPE * pSoldier;
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UINT8 cnt;
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UINT16 cnt;
|
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if ( ubOwner == NOBODY )
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{
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@@ -5432,7 +5435,7 @@ UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOL
|
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// HEADROCK HAM 5.1: This handles launching fragments out of an explosion. The number of fragments is read from
|
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// the Explosives.XML file, and they each have a set amount of damage and range as well. They are currently
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// fired at completely random trajectories.
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void FireFragments( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection )
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void FireFragments( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection )
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{
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// WANNE: Disable Fragments in a multiplayer game, because this can lead to crashes when stepping on mines, ...
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if (is_networked)
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@@ -5951,7 +5954,7 @@ BOOLEAN HandleAttachedExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, IN
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NewLightEffect( sGridNo, (UINT8)Explosive[ Item[iter->usItem].ubClassIndex ].ubDuration, (UINT8)Explosive[iter->usItem].ubStartRadius );
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} else
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{
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IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, Item[iter->usItem].uiIndex, bLevel, direction , NULL );
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IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, Item[iter->usItem].uiIndex, bLevel, direction, NULL );
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}
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fAttFound = TRUE;
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}
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@@ -5960,17 +5963,17 @@ BOOLEAN HandleAttachedExplosions(UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, IN
|
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{
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if(Item[iter->usItem].gascan)
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||||
{
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IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, GAS_EXPLOSION, bLevel, DIRECTION_IRRELEVANT , NULL );
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||||
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, GAS_EXPLOSION, bLevel, DIRECTION_IRRELEVANT, NULL );
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fAttFound = TRUE;
|
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}
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if ( Item[iter->usItem].alcohol > 0.0f )
|
||||
{
|
||||
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, MOLOTOV_EXPLOSION, bLevel, DIRECTION_IRRELEVANT , NULL );
|
||||
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, MOLOTOV_EXPLOSION, bLevel, DIRECTION_IRRELEVANT, NULL );
|
||||
fAttFound = TRUE;
|
||||
}
|
||||
if(Item[iter->usItem].marbles)
|
||||
{
|
||||
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, FRAG_EXPLOSION, bLevel, DIRECTION_IRRELEVANT , NULL );
|
||||
IgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, FRAG_EXPLOSION, bLevel, DIRECTION_IRRELEVANT, NULL );
|
||||
fAttFound = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ typedef struct
|
||||
{
|
||||
UINT32 uiFlags;
|
||||
|
||||
UINT8 ubOwner;
|
||||
UINT16 ubOwner;
|
||||
INT8 ubTypeID;
|
||||
|
||||
UINT16 usItem;
|
||||
@@ -100,8 +100,8 @@ extern EXPLOSIONTYPE gExplosionData[ NUM_EXPLOSION_SLOTS ];
|
||||
extern UINT8 gubElementsOnExplosionQueue;
|
||||
extern BOOLEAN gfExplosionQueueActive;
|
||||
|
||||
void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
|
||||
void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
|
||||
void IgniteExplosion( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
|
||||
void InternalIgniteExplosion( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
|
||||
|
||||
|
||||
void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
|
||||
@@ -110,10 +110,10 @@ void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
|
||||
void HandleExplosionWarningAnimations( );
|
||||
|
||||
void DecayBombTimers( void );
|
||||
void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency );
|
||||
BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
|
||||
void ActivateSwitchInGridNo( UINT8 ubID, INT32 sGridNo );
|
||||
void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger );
|
||||
void SetOffBombsByFrequency( UINT16 ubID, INT8 bFrequency );
|
||||
BOOLEAN SetOffBombsInGridNo( UINT16 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
|
||||
void ActivateSwitchInGridNo( UINT16 ubID, INT32 sGridNo );
|
||||
void SetOffPanicBombs( UINT16 ubID, INT8 bPanicTrigger );
|
||||
|
||||
void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame );
|
||||
void RemoveExplosionData( INT32 iIndex );
|
||||
@@ -136,16 +136,16 @@ void RemoveActiveExplosionMarkers();
|
||||
#define GASMASK_MIN_STATUS 70
|
||||
|
||||
// OJW - 20091028 - Explosion damage sync
|
||||
BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent , BOOL fFromRemoteClient = FALSE );
|
||||
BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner , BOOL fFromRemoteClient = FALSE );
|
||||
void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum , BOOL fFromRemoteClient = FALSE , BOOL fNewSmokeEffect = FALSE );
|
||||
BOOLEAN DamageSoldierFromBlast( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent, BOOL fFromRemoteClient = FALSE );
|
||||
BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT16 ubOwner, BOOL fFromRemoteClient = FALSE );
|
||||
void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectNum, BOOL fFromRemoteClient = FALSE, BOOL fNewSmokeEffect = FALSE );
|
||||
void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemoteClient = FALSE );
|
||||
|
||||
// Flugente: activate everything connected to a tripwire in the surrounding if sGridNo on level bLevel with regard to the tripwire netwrok and hierarchy determined by ubFlag
|
||||
BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT32 ubFlag );
|
||||
BOOLEAN ActivateSurroundingTripwire( UINT16 ubID, INT32 sGridNo, INT8 bLevel, UINT32 ubFlag );
|
||||
|
||||
// Flugente: A special function for tripwire gun traps. Search if pObj has a gun attached. If so, fire a shot from that gun in a specific direction. Afterwards place the gun on the ground
|
||||
void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, UINT8 ubId, UINT8 ubDirection );
|
||||
void CheckAndFireTripwireGun( OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel, UINT16 ubId, UINT8 ubDirection );
|
||||
|
||||
extern void ToggleActionItemsByFrequency( INT8 bFrequency );
|
||||
extern void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj );
|
||||
@@ -168,8 +168,10 @@ extern void HandleSeeingPowerGenFan( UINT32 sGridNo );
|
||||
extern void HandleSeeingFortifiedDoor( UINT32 sGridNo );//Ja25 UB
|
||||
#endif
|
||||
|
||||
void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLEAN *pfRecompileMovementCosts,
|
||||
BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT8 ubOwner, INT8 bLevel,
|
||||
void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist,
|
||||
BOOLEAN *pfRecompileMovementCosts,
|
||||
BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT16 ubOwner,
|
||||
INT8 bLevel,
|
||||
UINT8 ubReason );
|
||||
|
||||
// Flugente: handle secondary explosive effects
|
||||
|
||||
@@ -538,7 +538,7 @@ void ResetLightEffects()
|
||||
}
|
||||
|
||||
// Flugente: create and destroy light sources tied to a person
|
||||
void CreatePersonalLight( INT32 sGridNo, UINT8 ubID )
|
||||
void CreatePersonalLight( INT32 sGridNo, UINT16 ubID )
|
||||
{
|
||||
INT32 iLightIndex = NewLightEffectInternal( sGridNo, 0, 1 );
|
||||
|
||||
@@ -549,7 +549,7 @@ void CreatePersonalLight( INT32 sGridNo, UINT8 ubID )
|
||||
}
|
||||
}
|
||||
|
||||
void RemovePersonalLights( UINT8 ubID )
|
||||
void RemovePersonalLights( UINT16 ubID )
|
||||
{
|
||||
LIGHTEFFECT *pLight;
|
||||
|
||||
|
||||
@@ -25,7 +25,7 @@ typedef struct
|
||||
|
||||
// Flugente: added variables necessary for dynamic (flash-)lighting
|
||||
INT32 flags;
|
||||
UINT8 ubOwner;
|
||||
UINT16 ubOwner;
|
||||
|
||||
} LIGHTEFFECT;
|
||||
|
||||
@@ -55,7 +55,7 @@ void ResetLightEffects();
|
||||
BOOLEAN IsLightEffectAtTile( INT32 sGridNo );
|
||||
|
||||
// Flugente: create and destroy light sources tied to a person
|
||||
void CreatePersonalLight( INT32 sGridNo, UINT8 ubID );
|
||||
void RemovePersonalLights( UINT8 ubID );
|
||||
void CreatePersonalLight( INT32 sGridNo, UINT16 ubID );
|
||||
void RemovePersonalLights( UINT16 ubID );
|
||||
|
||||
#endif
|
||||
@@ -196,7 +196,7 @@ UINT16 FromSmokeTypeToWorldFlags( INT8 bType )
|
||||
|
||||
|
||||
|
||||
INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOL fFromRemoteClient )
|
||||
INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, BOOL fFromRemoteClient )
|
||||
{
|
||||
SMOKEEFFECT *pSmoke;
|
||||
INT32 iSmokeIndex;
|
||||
@@ -331,12 +331,12 @@ INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner,
|
||||
}
|
||||
|
||||
// ATE: FALSE into subsequent-- it's the first one!
|
||||
SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, FALSE, bLevel, iSmokeIndex , fFromRemoteClient , TRUE );
|
||||
SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, FALSE, bLevel, iSmokeIndex, fFromRemoteClient, TRUE );
|
||||
|
||||
return( iSmokeIndex );
|
||||
}
|
||||
|
||||
INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOLEAN fFromRemoteClient, UINT8 ubDuration, UINT8 ubRadius, UINT8 ubGeneration)
|
||||
INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, BOOLEAN fFromRemoteClient, UINT8 ubDuration, UINT8 ubRadius, UINT8 ubGeneration)
|
||||
{
|
||||
SMOKEEFFECT *pSmoke;
|
||||
INT32 iSmokeIndex;
|
||||
|
||||
@@ -33,7 +33,7 @@ typedef struct TAG_SMOKE_EFFECT
|
||||
BOOLEAN fAllocated;
|
||||
INT8 bType;
|
||||
UINT16 usItem;
|
||||
UINT8 ubOwner;
|
||||
UINT16 ubOwner;
|
||||
UINT8 ubGeneration;
|
||||
UINT32 uiTimeOfLastUpdate;
|
||||
INT8 iMPTeamIndex;
|
||||
@@ -57,7 +57,7 @@ void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8
|
||||
|
||||
void RemoveSmokeEffectFromTile( INT32 sGridNo, INT8 bLevel );
|
||||
|
||||
INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOLEAN fFromRemoteClient = 0, UINT8 ubDuration = 0, UINT8 ubRadius = 0, UINT8 ubGeneration = 0);
|
||||
INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, BOOLEAN fFromRemoteClient = 0, UINT8 ubDuration = 0, UINT8 ubRadius = 0, UINT8 ubGeneration = 0);
|
||||
|
||||
BOOLEAN SaveSmokeEffectsToSaveGameFile( HWFILE hFile );
|
||||
BOOLEAN LoadSmokeEffectsFromLoadGameFile( HWFILE hFile );
|
||||
|
||||
@@ -751,7 +751,7 @@ void GoIntoOverheadMap( )
|
||||
// Make sure we are in team panel mode...
|
||||
gfSwitchPanel = TRUE;
|
||||
gbNewPanel = TEAM_PANEL;
|
||||
gubNewPanelParam = (UINT8)gusSelectedSoldier;
|
||||
gubNewPanelParam = gusSelectedSoldier;
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
// Disable tactical buttons......
|
||||
@@ -772,7 +772,7 @@ void HandleOverheadUI(void)
|
||||
{
|
||||
INT32 sMousePos = 0;
|
||||
InputAtom InputEvent;
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
|
||||
// CHECK FOR MOUSE OVER REGIONS...
|
||||
if(GetOverheadMouseGridNo(&sMousePos))
|
||||
|
||||
@@ -218,7 +218,7 @@ void RecountObjectSlots(void)
|
||||
}
|
||||
|
||||
|
||||
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject )
|
||||
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject )
|
||||
{
|
||||
INT32 iObjectIndex;
|
||||
FLOAT mass;
|
||||
|
||||
@@ -118,7 +118,7 @@ public:
|
||||
FLOAT dLifeSpan;
|
||||
BOOLEAN fFirstTimeMoved;
|
||||
INT32 sFirstGridNo;
|
||||
UINT8 ubOwner;
|
||||
UINT16 ubOwner;
|
||||
UINT8 ubActionCode;
|
||||
UINT32 uiActionData;
|
||||
BOOLEAN fDropItem;
|
||||
@@ -153,7 +153,7 @@ extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
|
||||
|
||||
|
||||
// OBJECT LIST STUFF
|
||||
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
|
||||
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
|
||||
BOOLEAN RemoveObjectSlot( INT32 iObject );
|
||||
void RemoveAllPhysicsObjects( );
|
||||
// OJW - 20091002 - mp explosives
|
||||
|
||||
+2
-2
@@ -211,7 +211,7 @@ void RemoveAllPits()
|
||||
void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 sRadius )
|
||||
{
|
||||
INT32 x, y, sNewGridNo;
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
|
||||
@@ -241,7 +241,7 @@ void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 s
|
||||
}
|
||||
}
|
||||
|
||||
void HandleFallIntoPitFromAnimation( UINT8 ubID )
|
||||
void HandleFallIntoPitFromAnimation( UINT16 ubID )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
|
||||
EXITGRID ExitGrid;
|
||||
|
||||
+1
-1
@@ -14,7 +14,7 @@ void RemoveAllPits();
|
||||
extern BOOLEAN gfShowPits;
|
||||
extern BOOLEAN gfLoadPitsWithoutArming;
|
||||
|
||||
void HandleFallIntoPitFromAnimation( UINT8 ubID );
|
||||
void HandleFallIntoPitFromAnimation( UINT16 ubID );
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1788,7 +1788,7 @@ BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pub
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact )
|
||||
INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT16 ubOwner, INT32 sAntiMaterialImpact )
|
||||
{
|
||||
// do damage to a structure; returns TRUE if the structure should be removed
|
||||
STRUCTURE *pBase;
|
||||
|
||||
@@ -91,7 +91,7 @@ STRUCTURE* GetTallestStructureOnGridnoDrag( INT32 sGridNo, INT8 bLevel );
|
||||
// FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
|
||||
INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
|
||||
|
||||
INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact = 0 );
|
||||
INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT16 ubOwner, INT32 sAntiMaterialImpact = 0 );
|
||||
|
||||
// Material armour type enumeration
|
||||
enum
|
||||
|
||||
@@ -36,7 +36,7 @@ class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
|
||||
// SB: new map version, with map dimensions added
|
||||
#define MAJOR_MAP_VERSION 7.0
|
||||
#define MAJOR_MAP_VERSION 8.0 // 7.0 -> 8.0 Due to increased teamsizes.
|
||||
//Current minor map version updater.
|
||||
#define MINOR_MAP_OVERHEATING 28 // 27 -> 28: Flugente:: increased to 28 because of included weapon overheated and tripwire feature. See ObjectClass for the new Tags!
|
||||
//#define MINOR_MAP_VERSION 29 // 28 -> 29: increased range of roomnumbers to full UINT16 by DBrot
|
||||
@@ -273,7 +273,7 @@ typedef struct
|
||||
UINT8 ubAdjacentSoldierCnt;
|
||||
UINT8 ubTerrainID;
|
||||
|
||||
UINT8 ubReservedSoldierID;
|
||||
UINT16 ubReservedSoldierID;
|
||||
UINT8 ubBloodInfo;
|
||||
UINT8 ubSmellInfo;
|
||||
} MAP_ELEMENT;
|
||||
|
||||
@@ -3758,7 +3758,7 @@ BOOLEAN IsRoofVisible2( INT32 sMapPos )
|
||||
}
|
||||
|
||||
|
||||
UINT8 WhoIsThere2( INT32 sGridNo, INT8 bLevel )
|
||||
UINT16 WhoIsThere2( INT32 sGridNo, INT8 bLevel )
|
||||
{
|
||||
STRUCTURE * pStructure;
|
||||
|
||||
@@ -3782,7 +3782,7 @@ UINT8 WhoIsThere2( INT32 sGridNo, INT8 bLevel )
|
||||
{
|
||||
// found a person, on the right level!
|
||||
// structure ID and merc ID are identical for merc structures
|
||||
return( (UINT8) pStructure->usStructureID );
|
||||
return( pStructure->usStructureID );
|
||||
}
|
||||
}
|
||||
pStructure = pStructure->pNext;
|
||||
@@ -3790,7 +3790,7 @@ UINT8 WhoIsThere2( INT32 sGridNo, INT8 bLevel )
|
||||
|
||||
}
|
||||
|
||||
return( (UINT8)NOBODY );
|
||||
return( NOBODY );
|
||||
}
|
||||
|
||||
UINT8 GetTerrainType( INT32 sGridNo )
|
||||
@@ -4167,7 +4167,7 @@ void UpdateTreeVisibility()
|
||||
// find visible soldier near spot
|
||||
if (!TileIsOutOfBounds(sSpot) && !fHideTree)
|
||||
{
|
||||
for (UINT8 uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
||||
for (UINT16 uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
||||
{
|
||||
pOpponent = MercSlots[uiLoop];
|
||||
|
||||
|
||||
@@ -128,7 +128,7 @@ BOOLEAN RemoveShadowFromLevelNode( INT32 iMapIndex, LEVELNODE *pNode );
|
||||
|
||||
BOOLEAN AddMercToHead( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo );
|
||||
BOOLEAN RemoveMerc( INT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder );
|
||||
UINT8 WhoIsThere2( INT32 sGridNo, INT8 bLevel );
|
||||
UINT16 WhoIsThere2( INT32 sGridNo, INT8 bLevel );
|
||||
BOOLEAN AddMercStructureInfo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
|
||||
BOOLEAN AddMercStructureInfoFromAnimSurface( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState );
|
||||
BOOLEAN UpdateMercStructureInfo( SOLDIERTYPE *pSoldier );
|
||||
|
||||
Reference in New Issue
Block a user