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WARNING: I haven't tested these changes yet, since I'm still at work :p I'll be testing them and making updates as needed tonight.
- updated breaklight effect to use the radius and duration values from Explosives.xml - updated tracer bullet lighting effect (will probably require more tweaking) - updated AI - when trapped in gas in Insane the AI goes nuts instead of getting scared. AI in all levels is more likely to use autofire over burst/single fire when in gas (panicking). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@190 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2,13 +2,14 @@
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#define __LIGHT_EFFECTS
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/*
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// Light effect types
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enum
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{
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NO_LIGHT_EFFECT,
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LIGHT_FLARE_MARK_1,
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};
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*/
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typedef struct
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{
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@@ -18,7 +19,6 @@ typedef struct
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UINT8 bRadius; // the current radius
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INT8 bAge; // the number of turns light has been around
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BOOLEAN fAllocated;
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INT8 bType;
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INT32 iLight;
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UINT32 uiTimeOfLastUpdate;
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@@ -35,7 +35,7 @@ void AddLightEffectToTile( INT8 bType, INT16 sGridNo );
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void RemoveLightEffectFromTile( INT16 sGridNo );
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INT32 NewLightEffect( INT16 sGridNo, INT8 bType );
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INT32 NewLightEffect( INT16 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius );
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BOOLEAN SaveLightEffectsToSaveGameFile( HWFILE hFile );
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