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-stealth colouring added to code - shows up when stealthbonus is >= 50 - stealth colour has priority over camo colour
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3210,7 +3210,12 @@ INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType
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}
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}
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// Check for cammo...
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// Check for cammo...
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if ( ( pSoldier->bCamo + pSoldier->wornCamo ) > 50 )
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if ( GetWornStealth(pSoldier) >= 50 )
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{
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strcpy( zColFilename, "ANIMS\\steath.col" );
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return( 1 );
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}
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else if ( ( pSoldier->bCamo + pSoldier->wornCamo ) >= 50 )
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{
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{
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strcpy( zColFilename, "ANIMS\\camo.COL" );
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strcpy( zColFilename, "ANIMS\\camo.COL" );
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return( 1 );
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return( 1 );
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+6
-4
@@ -7086,14 +7086,16 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
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if ( oldCamo != newCamo )
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if ( oldCamo != newCamo )
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{
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{
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pSoldier->wornCamo = newCamo;
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pSoldier->wornCamo = newCamo;
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if ( pSoldier->bInSector)
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CreateSoldierPalettes( pSoldier );
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fInterfacePanelDirty = DIRTYLEVEL2;
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if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
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if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
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DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
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DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
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}
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}
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//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
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if ( pSoldier->bInSector)
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CreateSoldierPalettes( pSoldier );
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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}
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UINT16 GetFirstExplosiveOfType(UINT16 expType)
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UINT16 GetFirstExplosiveOfType(UINT16 expType)
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@@ -705,6 +705,11 @@ BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse )
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strcpy( zColFilename, "ANIMS\\camo.COL" );
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strcpy( zColFilename, "ANIMS\\camo.COL" );
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bBodyTypePalette = 1;
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bBodyTypePalette = 1;
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}
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}
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else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_STEALTH_PALETTE )
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{
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strcpy( zColFilename, "ANIMS\\stealth.col" );
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bBodyTypePalette = 1;
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}
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if ( bBodyTypePalette == -1 )
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if ( bBodyTypePalette == -1 )
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{
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{
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@@ -790,7 +795,11 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
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SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
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SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
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SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
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if ( pSoldier->bCamo != 0 )
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if ( GetWornStealth(pSoldier) >= 50 )
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{
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Corpse.usFlags |= ROTTING_CORPSE_USE_STEALTH_PALETTE;
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}
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else if ( pSoldier->bCamo >= 50 )
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{
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{
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Corpse.usFlags |= ROTTING_CORPSE_USE_CAMMO_PALETTE;
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Corpse.usFlags |= ROTTING_CORPSE_USE_CAMMO_PALETTE;
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}
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}
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@@ -80,6 +80,7 @@ enum RottingCorpseDefines
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#define ROTTING_CORPSE_USE_WEST_ENTRY_POINT 0x10 //Find the spot closest to the west entry grid
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#define ROTTING_CORPSE_USE_WEST_ENTRY_POINT 0x10 //Find the spot closest to the west entry grid
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#define ROTTING_CORPSE_USE_CAMMO_PALETTE 0x20 //We use cammo palette here....
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#define ROTTING_CORPSE_USE_CAMMO_PALETTE 0x20 //We use cammo palette here....
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#define ROTTING_CORPSE_VEHICLE 0x40 //Vehicle Corpse
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#define ROTTING_CORPSE_VEHICLE 0x40 //Vehicle Corpse
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#define ROTTING_CORPSE_USE_STEALTH_PALETTE 0x80 //We use stealth palette here....
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typedef struct
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typedef struct
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{
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{
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