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- new feature: items can be applied to other persons
- reduced cyanide drug effect to more reasonable values git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5962 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+39
-1
@@ -2745,7 +2745,12 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
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if ( pTSoldier != NULL )
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{
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// If this is one of our own guys.....pop up requiester...
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if ( ( pTSoldier->bTeam == gbPlayerNum || pTSoldier->bTeam == MILITIA_TEAM ) && Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass != IC_MEDKIT && !Item[pSoldier->inv[ HANDPOS ].usItem].gascan && gTacticalStatus.ubLastRequesterTargetID != pTSoldier->ubProfile && ( pTSoldier->ubID != pSoldier->ubID ) )
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if ( ( pTSoldier->bTeam == gbPlayerNum || pTSoldier->bTeam == MILITIA_TEAM )
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&& Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass != IC_MEDKIT
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&& !Item[pSoldier->inv[ HANDPOS ].usItem].gascan
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&& !ItemCanBeAppliedToOthers( pSoldier->inv[ HANDPOS ].usItem )
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&& gTacticalStatus.ubLastRequesterTargetID != pTSoldier->ubProfile
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&& ( pTSoldier->ubID != pSoldier->ubID ) )
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{
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CHAR16 zStr[200];
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@@ -4159,6 +4164,24 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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gsUIHandleShowMoveGridLocation = sActionGridNo;
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}
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}
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else if ( uiFlags == MOVEUI_TARGET_APPLYITEM )
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{
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sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, NULL, FALSE, TRUE );
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if ( sActionGridNo == -1 )
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{
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sActionGridNo = usMapPos;
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}
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sAPCost = GetAPsToApplyItem( pSoldier, sActionGridNo );
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sAPCost += UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
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if ( sActionGridNo != pSoldier->sGridNo )
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{
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gfUIHandleShowMoveGrid = TRUE;
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gsUIHandleShowMoveGridLocation = sActionGridNo;
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}
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}
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else if ( uiFlags == MOVEUI_TARGET_MERCS )
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{
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INT32 sGotLocation = NOWHERE;
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@@ -4526,6 +4549,21 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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return( FALSE );
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}
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if ( ubItemCursor == APPLYITEMCURS )
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{
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if ( ItemCanBeAppliedToOthers( (&(pSoldier->inv[HANDPOS]))->usItem ) )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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return( TRUE );
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}
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}
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return( FALSE );
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}
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if ( ubItemCursor == BOMBCURS )
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{
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if ( usMapPos == pSoldier->sGridNo )
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