- 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:
lalien
2006-07-22 20:10:55 +00:00
parent 7e68050d01
commit 404b1ff4da
4 changed files with 31 additions and 31 deletions
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else #else
//RELEASE BUILD VERSION //RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.365" }; INT16 zVersionLabel[256] = { L"Release v1.13.367" };
#endif #endif
+2 -2
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@@ -43,7 +43,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.365_2006_07_22.exe" OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.367_2006_07_22.exe"
LinkIncremental="2" LinkIncremental="2"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib" AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.365_2006_07_22.exe" OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.367_2006_07_22.exe"
LinkIncremental="1" LinkIncremental="1"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+9 -9
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@@ -291,16 +291,16 @@ typedef struct
typedef struct typedef struct
{ {
UINT8 ubType; // type of explosive UINT16 ubType; // type of explosive
UINT8 ubDamage; // damage value UINT16 ubDamage; // damage value
UINT8 ubStunDamage; // stun amount / 100 UINT16 ubStunDamage; // stun amount / 100
UINT8 ubRadius; // radius of effect UINT16 ubRadius; // radius of effect
UINT8 ubVolume; // sound radius of explosion UINT16 ubVolume; // sound radius of explosion
UINT8 ubVolatility; // maximum chance of accidental explosion UINT16 ubVolatility; // maximum chance of accidental explosion
UINT8 ubAnimationID; // Animation enum to use UINT16 ubAnimationID; // Animation enum to use
UINT32 uiIndex; UINT32 uiIndex;
UINT8 ubDuration; UINT16 ubDuration;
UINT8 ubStartRadius; UINT16 ubStartRadius;
} EXPLOSIVETYPE; } EXPLOSIVETYPE;
//GLOBALS //GLOBALS
+19 -19
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@@ -70,32 +70,32 @@
// THE FIRST FEW ( 4 ) bits are flags which are saved in the world // THE FIRST FEW ( 4 ) bits are flags which are saved in the world
#define MAPELEMENT_REDUNDENT 0x0001 #define MAPELEMENT_REDUNDENT 0x0001
#define MAPELEMENT_REEVALUATE_REDUNDENCY 0x0002 #define MAPELEMENT_REEVALUATE_REDUNDENCY 0x0002
#define MAPELEMENT_ENEMY_MINE_PRESENT 0x0004 #define MAPELEMENT_ENEMY_MINE_PRESENT 0x0004
#define MAPELEMENT_PLAYER_MINE_PRESENT 0x0008 #define MAPELEMENT_PLAYER_MINE_PRESENT 0x0008
#define MAPELEMENT_STRUCTURE_DAMAGED 0x0010 #define MAPELEMENT_STRUCTURE_DAMAGED 0x0010
#define MAPELEMENT_REEVALUATEBLOOD 0x0020 #define MAPELEMENT_REEVALUATEBLOOD 0x0020
#define MAPELEMENT_INTERACTIVETILE 0x0040 #define MAPELEMENT_INTERACTIVETILE 0x0040
#define MAPELEMENT_RAISE_LAND_START 0x0080 #define MAPELEMENT_RAISE_LAND_START 0x0080
#define MAPELEMENT_REVEALED 0x0100 #define MAPELEMENT_REVEALED 0x0100
#define MAPELEMENT_RAISE_LAND_END 0x0200 #define MAPELEMENT_RAISE_LAND_END 0x0200
#define MAPELEMENT_REDRAW 0x0400 #define MAPELEMENT_REDRAW 0x0400
#define MAPELEMENT_REVEALED_ROOF 0x0800 #define MAPELEMENT_REVEALED_ROOF 0x0800
#define MAPELEMENT_MOVEMENT_RESERVED 0x1000 #define MAPELEMENT_MOVEMENT_RESERVED 0x1000
#define MAPELEMENT_RECALCULATE_WIREFRAMES 0x2000 #define MAPELEMENT_RECALCULATE_WIREFRAMES 0x2000
#define MAPELEMENT_ITEMPOOL_PRESENT 0x4000 #define MAPELEMENT_ITEMPOOL_PRESENT 0x4000
#define MAPELEMENT_REACHABLE 0x8000 #define MAPELEMENT_REACHABLE 0x8000
#define MAPELEMENT_EXT_SMOKE 0x01 #define MAPELEMENT_EXT_SMOKE 0x0001 //0x01
#define MAPELEMENT_EXT_TEARGAS 0x02 #define MAPELEMENT_EXT_TEARGAS 0x0002 //0x02
#define MAPELEMENT_EXT_MUSTARDGAS 0x04 #define MAPELEMENT_EXT_MUSTARDGAS 0x0004 //0x04
#define MAPELEMENT_EXT_DOOR_STATUS_PRESENT 0x08 #define MAPELEMENT_EXT_DOOR_STATUS_PRESENT 0x0008 //0x08
#define MAPELEMENT_EXT_RECALCULATE_MOVEMENT 0x10 #define MAPELEMENT_EXT_RECALCULATE_MOVEMENT 0x0010 //0x10
#define MAPELEMENT_EXT_NOBURN_STRUCT 0x20 #define MAPELEMENT_EXT_NOBURN_STRUCT 0x0020 //0x20
#define MAPELEMENT_EXT_ROOFCODE_VISITED 0x40 #define MAPELEMENT_EXT_ROOFCODE_VISITED 0x0040 //0x40
#define MAPELEMENT_EXT_CREATUREGAS 0x80 #define MAPELEMENT_EXT_CREATUREGAS 0x0080 //0x80
#define MAPELEMENT_EXT_BURNABLEGAS 0x60 #define MAPELEMENT_EXT_BURNABLEGAS 0x0100 //0x60
#define FIRST_LEVEL 0 #define FIRST_LEVEL 0
#define SECOND_LEVEL 1 #define SECOND_LEVEL 1
@@ -217,7 +217,7 @@ typedef struct
STRUCTURE *pStructureTail; STRUCTURE *pStructureTail;
UINT16 uiFlags; UINT16 uiFlags;
UINT8 ubExtFlags[2]; UINT16 ubExtFlags[2];
UINT16 sSumRealLights[1]; UINT16 sSumRealLights[1];
UINT8 sHeight; UINT8 sHeight;
UINT8 ubAdjacentSoldierCnt; UINT8 ubAdjacentSoldierCnt;