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- New behaviour for gas grenades:
Gas grenades now don't cause direct damage on hit anymore. They will cause damage on start of turn or if you move inside a gas cloud. Of course gas mask still helps (except for creature gas and fire). Every tile moved inside a gas cloud deals a percentage of the normal damage (default 10%). This is set in Item_Settings.ini (DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER). Tiles can now have multiple gas effects on them. Unfortunately this is not visualized (yet). Smoke doesn't make a character immune to other gas types anymore. The 25% chance of taking damage while moving through a gas cloud has been removed. Damage is now applied 100% of the time. - New modifiers for explosive damage in Item_Settings.ini (DAMAGE_HEALTH_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_EXPLOSIVE_MODIFIER). These could fully replace EXPLOSIVES_DAMAGE_MODIFIER in Ja2_Options.ini but I left that general modifier untouched for now. - Some compiler warning fixes. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6517 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2258,7 +2258,7 @@ UINT16 DisplayExplosiveDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight
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DrawTextToScreen(BobbyRText[BOBBYR_GUNS_DAMAGE], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
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UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubDamage );
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UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubDamage, 0 );
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swprintf(sTemp, L"%4d", explDamage);
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DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
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@@ -2272,7 +2272,7 @@ UINT16 DisplayExplosiveStunDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHe
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DrawTextToScreen(BobbyRText[BOBBYR_GUNS_STUN], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
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UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubStunDamage );
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UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usIndex ].ubClassIndex].ubStunDamage, 1 );
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swprintf(sTemp, L"%4d", explStunDamage);
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DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR_ALT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
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@@ -4242,8 +4242,8 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
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// HEADROCK HAM 3.6: Can now use negative modifier.
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//UINT16 explDamage = (UINT16)( Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.bExplosivesDamageModifier );
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//UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
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UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage );
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UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage );
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UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubDamage, 0 );
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UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItemNumber ].ubClassIndex].ubStunDamage, 1 );
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swprintf( pzStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
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