mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
- fixed the bug fix from build 365: Smoke grenade has the same effect as mustard gas grenade (need to run in gas cloud to reproduce)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@367 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.365" };
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INT16 zVersionLabel[256] = { L"Release v1.13.367" };
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#endif
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#endif
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+2
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@@ -43,7 +43,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.365_2006_07_22.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.367_2006_07_22.exe"
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LinkIncremental="2"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.365_2006_07_22.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.367_2006_07_22.exe"
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LinkIncremental="1"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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+9
-9
@@ -291,16 +291,16 @@ typedef struct
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typedef struct
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typedef struct
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{
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{
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UINT8 ubType; // type of explosive
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UINT16 ubType; // type of explosive
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UINT8 ubDamage; // damage value
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UINT16 ubDamage; // damage value
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UINT8 ubStunDamage; // stun amount / 100
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UINT16 ubStunDamage; // stun amount / 100
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UINT8 ubRadius; // radius of effect
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UINT16 ubRadius; // radius of effect
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UINT8 ubVolume; // sound radius of explosion
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UINT16 ubVolume; // sound radius of explosion
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UINT8 ubVolatility; // maximum chance of accidental explosion
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UINT16 ubVolatility; // maximum chance of accidental explosion
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UINT8 ubAnimationID; // Animation enum to use
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UINT16 ubAnimationID; // Animation enum to use
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UINT32 uiIndex;
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UINT32 uiIndex;
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UINT8 ubDuration;
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UINT16 ubDuration;
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UINT8 ubStartRadius;
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UINT16 ubStartRadius;
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} EXPLOSIVETYPE;
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} EXPLOSIVETYPE;
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//GLOBALS
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//GLOBALS
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+19
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@@ -70,32 +70,32 @@
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// THE FIRST FEW ( 4 ) bits are flags which are saved in the world
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// THE FIRST FEW ( 4 ) bits are flags which are saved in the world
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#define MAPELEMENT_REDUNDENT 0x0001
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#define MAPELEMENT_REDUNDENT 0x0001
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#define MAPELEMENT_REEVALUATE_REDUNDENCY 0x0002
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#define MAPELEMENT_REEVALUATE_REDUNDENCY 0x0002
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#define MAPELEMENT_ENEMY_MINE_PRESENT 0x0004
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#define MAPELEMENT_ENEMY_MINE_PRESENT 0x0004
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#define MAPELEMENT_PLAYER_MINE_PRESENT 0x0008
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#define MAPELEMENT_PLAYER_MINE_PRESENT 0x0008
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#define MAPELEMENT_STRUCTURE_DAMAGED 0x0010
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#define MAPELEMENT_STRUCTURE_DAMAGED 0x0010
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#define MAPELEMENT_REEVALUATEBLOOD 0x0020
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#define MAPELEMENT_REEVALUATEBLOOD 0x0020
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#define MAPELEMENT_INTERACTIVETILE 0x0040
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#define MAPELEMENT_INTERACTIVETILE 0x0040
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#define MAPELEMENT_RAISE_LAND_START 0x0080
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#define MAPELEMENT_RAISE_LAND_START 0x0080
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#define MAPELEMENT_REVEALED 0x0100
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#define MAPELEMENT_REVEALED 0x0100
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#define MAPELEMENT_RAISE_LAND_END 0x0200
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#define MAPELEMENT_RAISE_LAND_END 0x0200
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#define MAPELEMENT_REDRAW 0x0400
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#define MAPELEMENT_REDRAW 0x0400
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#define MAPELEMENT_REVEALED_ROOF 0x0800
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#define MAPELEMENT_REVEALED_ROOF 0x0800
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#define MAPELEMENT_MOVEMENT_RESERVED 0x1000
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#define MAPELEMENT_MOVEMENT_RESERVED 0x1000
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#define MAPELEMENT_RECALCULATE_WIREFRAMES 0x2000
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#define MAPELEMENT_RECALCULATE_WIREFRAMES 0x2000
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#define MAPELEMENT_ITEMPOOL_PRESENT 0x4000
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#define MAPELEMENT_ITEMPOOL_PRESENT 0x4000
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#define MAPELEMENT_REACHABLE 0x8000
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#define MAPELEMENT_REACHABLE 0x8000
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#define MAPELEMENT_EXT_SMOKE 0x01
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#define MAPELEMENT_EXT_SMOKE 0x0001 //0x01
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#define MAPELEMENT_EXT_TEARGAS 0x02
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#define MAPELEMENT_EXT_TEARGAS 0x0002 //0x02
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#define MAPELEMENT_EXT_MUSTARDGAS 0x04
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#define MAPELEMENT_EXT_MUSTARDGAS 0x0004 //0x04
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#define MAPELEMENT_EXT_DOOR_STATUS_PRESENT 0x08
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#define MAPELEMENT_EXT_DOOR_STATUS_PRESENT 0x0008 //0x08
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#define MAPELEMENT_EXT_RECALCULATE_MOVEMENT 0x10
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#define MAPELEMENT_EXT_RECALCULATE_MOVEMENT 0x0010 //0x10
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#define MAPELEMENT_EXT_NOBURN_STRUCT 0x20
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#define MAPELEMENT_EXT_NOBURN_STRUCT 0x0020 //0x20
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#define MAPELEMENT_EXT_ROOFCODE_VISITED 0x40
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#define MAPELEMENT_EXT_ROOFCODE_VISITED 0x0040 //0x40
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#define MAPELEMENT_EXT_CREATUREGAS 0x80
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#define MAPELEMENT_EXT_CREATUREGAS 0x0080 //0x80
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#define MAPELEMENT_EXT_BURNABLEGAS 0x60
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#define MAPELEMENT_EXT_BURNABLEGAS 0x0100 //0x60
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#define FIRST_LEVEL 0
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#define FIRST_LEVEL 0
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#define SECOND_LEVEL 1
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#define SECOND_LEVEL 1
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@@ -217,7 +217,7 @@ typedef struct
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STRUCTURE *pStructureTail;
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STRUCTURE *pStructureTail;
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UINT16 uiFlags;
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UINT16 uiFlags;
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UINT8 ubExtFlags[2];
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UINT16 ubExtFlags[2];
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UINT16 sSumRealLights[1];
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UINT16 sSumRealLights[1];
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UINT8 sHeight;
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UINT8 sHeight;
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UINT8 ubAdjacentSoldierCnt;
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UINT8 ubAdjacentSoldierCnt;
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