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100AP project integration
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+24
-24
@@ -475,8 +475,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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if ( pStructure->fFlags & STRUCTURE_OPEN )
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{
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// Set costs for these
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sAPCost = AP_OPEN_DOOR;
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sBPCost = BP_OPEN_DOOR;
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sAPCost = APBPConstants[AP_OPEN_DOOR];
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sBPCost = APBPConstants[BP_OPEN_DOOR];
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fHandleDoor = TRUE;
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}
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@@ -500,8 +500,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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// Set costs for these
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// Set AP costs to that of opening a door
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sAPCost = AP_OPEN_DOOR;
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sBPCost = BP_OPEN_DOOR;
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sAPCost = APBPConstants[AP_OPEN_DOOR];
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sBPCost = APBPConstants[BP_OPEN_DOOR];
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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@@ -584,8 +584,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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if ( pDoor == NULL )
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{
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// Set costs for these
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sAPCost = AP_OPEN_DOOR;
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sBPCost = BP_OPEN_DOOR;
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sAPCost = APBPConstants[AP_OPEN_DOOR];
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sBPCost = APBPConstants[BP_OPEN_DOOR];
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// Open if it's not locked....
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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@@ -623,8 +623,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_FORCE:
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// Set costs for these
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sAPCost = AP_BOOT_DOOR;
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sBPCost = BP_BOOT_DOOR;
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sAPCost = APBPConstants[AP_BOOT_DOOR];
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sBPCost = APBPConstants[BP_BOOT_DOOR];
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// OK, using force, if we have no lock, just open the door!
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if ( pDoor == NULL )
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@@ -656,8 +656,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_CROWBAR:
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// Set costs for these
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sAPCost = AP_USE_CROWBAR;
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sBPCost = BP_USE_CROWBAR;
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sAPCost = APBPConstants[AP_USE_CROWBAR];
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sBPCost = APBPConstants[BP_USE_CROWBAR];
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// OK, using force, if we have no lock, just open the door!
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if ( pDoor == NULL )
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@@ -689,8 +689,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_EXPLODE:
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// Set costs for these
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sAPCost = AP_EXPLODE_DOOR;
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sBPCost = BP_EXPLODE_DOOR;
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sAPCost = APBPConstants[AP_EXPLODE_DOOR];
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sBPCost = APBPConstants[BP_EXPLODE_DOOR];
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if ( pDoor == NULL )
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{
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@@ -717,8 +717,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_LOCKPICK:
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// Set costs for these
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sAPCost = AP_PICKLOCK;
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sBPCost = BP_PICKLOCK;
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sAPCost = APBPConstants[AP_PICKLOCK];
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sBPCost = APBPConstants[BP_PICKLOCK];
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// Attempt to pick lock
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if ( pDoor == NULL )
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@@ -745,8 +745,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_EXAMINE:
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// Set costs for these
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sAPCost = AP_EXAMINE_DOOR;
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sBPCost = BP_EXAMINE_DOOR;
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sAPCost = APBPConstants[AP_EXAMINE_DOOR];
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sBPCost = APBPConstants[BP_EXAMINE_DOOR];
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// Attempt to examine door
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// Whatever the result, end the open animation
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@@ -788,8 +788,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_UNLOCK:
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// Set costs for these
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sAPCost = AP_UNLOCK_DOOR;
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sBPCost = BP_UNLOCK_DOOR;
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sAPCost = APBPConstants[AP_UNLOCK_DOOR];
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sBPCost = APBPConstants[BP_UNLOCK_DOOR];
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// OK, if we have no lock, show that!
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if ( pDoor == NULL )
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@@ -834,8 +834,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_UNTRAP:
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// Set costs for these
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sAPCost = AP_UNTRAP_DOOR;
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sBPCost = BP_UNTRAP_DOOR;
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sAPCost = APBPConstants[AP_UNTRAP_DOOR];
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sBPCost = APBPConstants[BP_UNTRAP_DOOR];
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// OK, if we have no lock, show that!
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if ( pDoor == NULL )
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@@ -891,8 +891,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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case HANDLE_DOOR_LOCK:
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// Set costs for these
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sAPCost = AP_LOCK_DOOR;
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sBPCost = BP_LOCK_DOOR;
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sAPCost = APBPConstants[AP_LOCK_DOOR];
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sBPCost = APBPConstants[BP_LOCK_DOOR];
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// OK, if we have no lock, show that!
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if ( pDoor == NULL )
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@@ -931,8 +931,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
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else
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{
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// Set costs for these
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sAPCost = AP_OPEN_DOOR;
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sBPCost = BP_OPEN_DOOR;
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sAPCost = APBPConstants[AP_OPEN_DOOR];
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sBPCost = APBPConstants[BP_OPEN_DOOR];
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// Open if it's not locked....
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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