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- reworked the tripwire nework flags. This will allow much more complex networks in the future. WARNING: planted tripwires in savegames from previous savegames will behave strangely with this version.
- externalised texts for cleaning, food, corpse handling and covert ops - tripwire can now be defused even if it does not have a blue flag. When having a wirecutter in the main hand, click on the planted tripwire while crouched, the defuse dialogue will show up. - corpses spawned from items will behave according to the zombie spawn rules - fixed a few glitches with the covert ops trait - fixed a bug that gave the 'mounted' bonus on a roof git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5546 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -118,6 +118,9 @@ extern INT32 AddBombToWorld( INT32 iItemIndex );
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extern void FindPanicBombsAndTriggers( void );
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extern INT32 FindWorldItemForBombInGridNo( INT32 sGridNo, INT8 bLevel);
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// Flugente: is there a planted tripwire at this gridno? fKnown = TRUE: only return true if we know of that one already
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extern INT32 FindWorldItemForTripwireInGridNo( INT32 sGridNo, INT8 bLevel, BOOLEAN fKnown = TRUE );
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void RefreshWorldItemsIntoItemPools( WORLDITEM * pItemList, INT32 iNumberOfItems );
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void CoolDownWorldItems( ); // Flugente: Cool/decay down all items in this sector
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