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Import changes from the local SVN working copy
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@@ -15,7 +15,7 @@ typedef struct
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{
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UINT32 uiFlags;
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UINT8 ubOwner;
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UINT16 ubOwner;
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INT8 ubTypeID;
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UINT16 usItem;
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@@ -100,8 +100,8 @@ 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, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
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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 );
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void IgniteExplosion( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubDirection = DIRECTION_IRRELEVANT, OBJECTTYPE * pObj =NULL );
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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 );
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void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
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@@ -110,10 +110,10 @@ void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
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void HandleExplosionWarningAnimations( );
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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, 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 SetOffBombsByFrequency( UINT16 ubID, INT8 bFrequency );
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BOOLEAN SetOffBombsInGridNo( UINT16 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
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void ActivateSwitchInGridNo( UINT16 ubID, INT32 sGridNo );
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void SetOffPanicBombs( UINT16 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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@@ -136,16 +136,16 @@ void RemoveActiveExplosionMarkers();
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#define GASMASK_MIN_STATUS 70
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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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BOOLEAN DamageSoldierFromBlast( UINT16 ubPerson, UINT16 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, UINT16 ubOwner, BOOL fFromRemoteClient = FALSE );
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void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 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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// 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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// 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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extern void ToggleActionItemsByFrequency( INT8 bFrequency );
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extern void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj );
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@@ -168,8 +168,10 @@ extern void HandleSeeingPowerGenFan( UINT32 sGridNo );
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extern void HandleSeeingFortifiedDoor( UINT32 sGridNo );//Ja25 UB
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#endif
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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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// Flugente: handle secondary explosive effects
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