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- New Feature: roof tiles can be destroyed. Requires GameDir >= r2174.
- Fix: Owner ID of player-requested artillery shells was wrong. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7614 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1198,7 +1198,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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// we are at pSoldier->sGridNo and the action takes place at sGridNo
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// we need to find out in which direction we need to look
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// sActionGridNo is the gridno we are supposed to sit
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ubDirection = GetDirectionToGridNoFromGridNo( sGridNo, pSoldier->sGridNo );
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ubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sGridNo, pSoldier->sGridNo );
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sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE );
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@@ -5164,9 +5164,7 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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{
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if (gpTempSoldier)
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{
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INT32 nextGridNoinSight = gpTempSoldier->sGridNo;
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nextGridNoinSight = NewGridNo( nextGridNoinSight, DirectionInc( gpTempSoldier->ubDirection ) );
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INT32 nextGridNoinSight = NewGridNo( gpTempSoldier->sGridNo, DirectionInc( gpTempSoldier->ubDirection ) );
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INT8 level = gpTempSoldier->bTargetLevel;
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switch (ubExitValue)
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@@ -5175,8 +5173,8 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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SectorFillCanteens();
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break;
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case 2:
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// undisguise or take off custom clothes
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Strip(gpTempSoldier);
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// undisguise or take off custom clothes
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Strip(gpTempSoldier);
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break;
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case 3:
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// clean weapons of selected merc
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@@ -765,7 +765,7 @@ extern OBJECTTYPE gTempObject;
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#define SIGNAL_SHELL 0x04000000 //67108864 // this is a signal shell that precedes artillery barrages
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#define POWER_PACK 0x08000000 //134217728 // item continously powers an item it is attached to
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//#define WOODENPLANK 0x10000000 //268435456 // wooden planks
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#define ROOF_COLLAPSE_ITEM 0x10000000 //268435456 // this item is required in the collapsing of roof tiles. It is used internally and should never be seen by the player
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#define DISEASEPROTECTION_FACE 0x20000000 //536870912 // this item protects us from getting diseases by human contact if worn in a face slot
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#define DISEASEPROTECTION_HAND 0x40000000 //1073741824 // this item protects us from getting diseases by human contact if kept in inventory
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/*#define PLAYER_NET_4_LVL_4 0x80000000 //2147483648*/
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@@ -17935,7 +17935,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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// send a signal shell at first. This marks the area that the shells will come in
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static UINT16 usSignalShellIndex = 1700;
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if ( HasItemFlag( usSignalShellIndex, SIGNAL_SHELL ) || GetFirstItemWithFlag( &usSignalShellIndex, SIGNAL_SHELL ) )
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ArtilleryStrike( usSignalShellIndex, this->ubID, sStartingGridNo, sTargetGridNo );
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ArtilleryStrike( usSignalShellIndex, this->ubID + 2, sStartingGridNo, sTargetGridNo );
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_SIGNAL_SHELL] );
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