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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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@@ -129,6 +129,7 @@ extern UINT32 guiNumWorldBombs;
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extern INT32 AddBombToWorld( INT32 iItemIndex );
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extern void FindPanicBombsAndTriggers( void );
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extern INT32 FindWorldItemForBombInGridNo( INT32 sGridNo, INT8 bLevel);
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extern INT32 FindWorldItemForBuriedBombInGridNo( INT32 sGridNo, INT8 bLevel);
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// Flugente: is there a planted tripwire at this gridno? fKnown = TRUE: only return true if we know of that one already
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extern INT32 FindWorldItemForTripwireInGridNo( INT32 sGridNo, INT8 bLevel, BOOLEAN fKnown = TRUE );
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