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Explosive improvements and fixes (by Sevenfm)
- New mine disarm dialogue (only for realtime): Disarm, Inspect, Remove Blue Flag, Blow up. - You can now attach tripwire-activated explosives to tripwire. - attached explosives volatility is now used in chain explosion calculation: added new function CalcTotalVolatility. - new function CheckForBuriedBombsAndRemoveFlags removes MAPELEMENT_XXX_MINE_PRESENT flags if there is no buried bomb at checked tile. This should fix problems with flag not removed correctly after chain explosions and such. - trip klaxon no longer calls enemies if it's activated as attached explosive (instead it makes some noise). - added check to MineSpottedDialogueCallBack. It should fix problem with game crash with tiles that have MAPELEMENT_PLAYER_MINE_PRESENT flag set but no buried mine - disarmed item will keep it's attachments if ALLOW_ATTACHED_EXPLOSIVES is TRUE. - IMPROVED_BOMB_PLANTING feature can be used to auto-take tripwire items from inventory. - see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/172712/15/Code_Snippets.html git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6663 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -16221,9 +16221,6 @@ void SOLDIERTYPE::TakeNewBombFromIventory(UINT16 item)
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if(this->inv[HANDPOS].exists())
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return;
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if(Item[item].tripwire)
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return;
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// search for item with same id
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for ( i = 0; i < invsize; i++)
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