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UB 1.13 Fixes (by Jazz)
- Externalized more hardcoded grid numbers git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8097 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3651,12 +3651,12 @@ void PerformItemAction( INT32 sGridNo, OBJECTTYPE * pObj )
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case ACTION_ITEM_SEE_POWER_GEN_FAN:
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//if the player is in the power plant
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if( gWorldSectorX == 13 && gWorldSectorY == 10 && gbWorldSectorZ == 0 )
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//if the player is in the power plant J13
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if( gWorldSectorX == gGameUBOptions.SectorFanX && gWorldSectorY == gGameUBOptions.SectorFanY && gbWorldSectorZ == gGameUBOptions.SectorFanZ )
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{
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HandleSeeingPowerGenFan( sGridNo );
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}
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else if( gWorldSectorX == 15 && gWorldSectorY == 12 && gbWorldSectorZ == 3 )
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else if( gWorldSectorX == gGameUBOptions.SectorLaunchMisslesX && gWorldSectorY == gGameUBOptions.SectorLaunchMisslesY && gbWorldSectorZ == gGameUBOptions.SectorLaunchMisslesZ ) //L15-3
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{
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//The player is hitting the switch to launch the missles
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HandlePlayerHittingSwitchToLaunchMissles();
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@@ -5232,8 +5232,8 @@ BOOLEAN ShouldThePlayerStopWhenWalkingOnBiggensActionItem( UINT8 ubRecordNum )
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// This function checks if we should replace the fan graphic
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BOOLEAN IsFanGraphicInSectorAtThisGridNo( UINT32 sGridNo )
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{
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// First check current sector......
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if( gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_J && gbWorldSectorZ == 0 )
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// First check current sector...... J13-0
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if( gWorldSectorX == gGameUBOptions.SectorFanX && gWorldSectorY == gGameUBOptions.SectorFanY && gbWorldSectorZ == gGameUBOptions.SectorFanZ )
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{
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//if this is the right gridno
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/*if( sGridNo == 10978 ||
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@@ -5321,8 +5321,8 @@ void HandleDestructionOfPowerGenFan()
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void HandleExplosionsInTunnelSector( UINT32 sGridNo )
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{
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//if this isnt the tunnel sectors
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if( !( gWorldSectorX == 14 && ( gWorldSectorY == MAP_ROW_J || gWorldSectorY == MAP_ROW_K ) && gbWorldSectorZ == 1 ) )
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//if this isnt the tunnel sectors J14-1 and K14-1
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if( !( gWorldSectorX == gGameUBOptions.ExitForFanToPowerGenSectorX && ( gWorldSectorY == gGameUBOptions.ExitForFanToPowerGenSectorY || gWorldSectorY == gGameUBOptions.SectorOpenGateInTunnelY ) && gbWorldSectorZ == 1 ) )
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{
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//get the fuck out...
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return;
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@@ -5337,8 +5337,8 @@ void HandleSeeingFortifiedDoor( UINT32 sGridNo )
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{
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INT32 sID=0;
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//if this isnt the First level of the complex
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if( !( gWorldSectorX == 15 && gWorldSectorY == MAP_ROW_K && gbWorldSectorZ == 1 ) )
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//if this isnt the First level of the complex K15-1
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if( !( gWorldSectorX == gGameUBOptions.SectorDoorInTunnelX && gWorldSectorY == gGameUBOptions.SectorDoorInTunnelY && gbWorldSectorZ == gGameUBOptions.SectorDoorInTunnelZ ) )
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{
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//get the fuck out...
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return;
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