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New Feature: Layered hierarchical tripwire networks (by Flugente)
- allows creating of complex tripwire networks, that behave differently depending on where they are activated. Different networks can overlap, allowing a wide range of trap network designs - added network-specific view methods (ALT + Shift + C) - added new dialogues when planting tripwire New feature: remote defusing of mines (by Flugente) - the new items Remote Defuse and Remote Combo allow to remotely defuse a bomb that has been planted. Simply select a frequency for defusing upon planting the mine. This frequency is of course treated differently than a detonation frequency. New feature: directional frag explosions (by Flugente) - the tag <Directional>1</Directional> in Items.xml allows an explosive to be directional. Frags caused by its explosion will fly in the direction determined by the merc planting them. - the tags <ubHorizontalDegree> and <ubVerticalDegree> in Explosives.xml determine the arc in which the frags will fly. New feature: makeshift mines (by Flugente) - you can now create mines out of grenades: simply merge tripwire with them. You can then use them like regular mines. They can also be activated by your tripwire networks. - With a simple item transformation in the UDB, you can transform a makeshift mine back to a grenade and a piece of tripwire. Minor changes (by Flugente) - metal detector now only works if used in hands - wire cutters give a bonus if in hands while defusing tripwire or tripwire-activatable mines/bombs - added new message boxes with 8 and 16 buttons - increased the maximum number of bullets that can be on screen from 200 to 1000 (necessary for mass claymore explosions) - the tags <Detonator> and <RemoteDetonator> are not used anymore, as those properties can be set via flags in <AttachmentClass>. For now, they still remain in the xmls though. WARNING! This will break savegame compatibility! More infos on those features: 1st post: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303556&#Post303556 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5217 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1024,7 +1024,12 @@ ObjectData::ObjectData(const ObjectData& src)
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this->bTrap = src.bTrap;
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this->fUsed = src.fUsed;
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this->ubImprintID = src.ubImprintID;
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this->bTemperature = src.bTemperature;
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this->ubDirection = src.ubDirection;
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this->ubWireNetworkFlag = src.ubWireNetworkFlag;
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this->bDefuseFrequency = src.bDefuseFrequency;
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//copy over the union
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this->gun = src.gun;
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@@ -1043,7 +1048,12 @@ ObjectData& ObjectData::operator =(const ObjectData& src)
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this->bTrap = src.bTrap;
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this->fUsed = src.fUsed;
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this->ubImprintID = src.ubImprintID;
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this->bTemperature = src.bTemperature;
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this->ubDirection = src.ubDirection;
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this->ubWireNetworkFlag = src.ubWireNetworkFlag;
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this->bDefuseFrequency = src.bDefuseFrequency;
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//copy over the union
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this->gun = src.gun;
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@@ -1300,6 +1310,9 @@ OBJECTTYPE& OBJECTTYPE::operator=(const OLD_OBJECTTYPE_101& src)
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(*this)[0]->data.misc.ubBombOwner = src.ugYucky.ubBombOwner;
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(*this)[0]->data.misc.bActionValue = src.ugYucky.bActionValue;
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(*this)[0]->data.misc.ubTolerance = src.ugYucky.ubTolerance; // includes ubLocationID
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(*this)[0]->data.ubDirection = DIRECTION_IRRELEVANT;
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(*this)[0]->data.ubWireNetworkFlag = ENEMY_NET_1_LVL_1;
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(*this)[0]->data.bDefuseFrequency = 0;
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break;
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default:
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//This should cover all other possibilities since only Money, Key and "Bomb/Misc" have layouts that don't
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