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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- bug fix 'j' key was not working properly
- check for invalid sector in GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@168 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 v1.13.165" };
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INT16 zVersionLabel[256] = { L"Release v1.13.168" };
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#endif
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#endif
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+2
-2
@@ -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_v1.13.165_2006_06_04.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.168_2006_06_04.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_v1.13.165_2006_06_04.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.168_2006_06_04.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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@@ -4888,10 +4888,10 @@ BOOLEAN GetCurrentBattleSectorXYZ( INT16 *psSectorX, INT16 *psSectorY, INT16 *ps
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//Returns TRUE if a battle is happening ONLY
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//Returns TRUE if a battle is happening ONLY
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BOOLEAN GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ )
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BOOLEAN GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ )
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{
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{
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//if ( ( *psSectorX == NULL )||(*psSectorY == NULL )||(*psSectorZ == NULL ) )
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if ( ( *psSectorX == NULL )||(*psSectorY == NULL )||(*psSectorZ == NULL ) )
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//{
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{
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// return FALSE;
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return FALSE;
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//}
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}
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if( gpAR )
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if( gpAR )
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{
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{
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@@ -2321,26 +2321,27 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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}
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else
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else
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{
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{
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if ( gpSMCurrentMerc != NULL )
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SOLDIERTYPE *pjSoldier;
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if ( GetSoldier( &pjSoldier, gusSelectedSoldier ) )
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{
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{
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BOOLEAN fNearHeigherLevel;
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BOOLEAN fNearHeigherLevel;
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BOOLEAN fNearLowerLevel;
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BOOLEAN fNearLowerLevel;
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INT8 bDirection;
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INT8 bDirection;
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GetMercClimbDirection( gpSMCurrentMerc->ubID, &fNearLowerLevel, &fNearHeigherLevel );
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GetMercClimbDirection( pjSoldier->ubID, &fNearLowerLevel, &fNearHeigherLevel );
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if ( fNearLowerLevel )
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if ( fNearLowerLevel )
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{
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{
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BeginSoldierClimbDownRoof( gpSMCurrentMerc );
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BeginSoldierClimbDownRoof( pjSoldier );
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}
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}
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if ( fNearHeigherLevel )
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if ( fNearHeigherLevel )
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{
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{
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BeginSoldierClimbUpRoof( gpSMCurrentMerc );
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BeginSoldierClimbUpRoof( pjSoldier );
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}
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}
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if ( FindFenceJumpDirection( gpSMCurrentMerc, gpSMCurrentMerc->sGridNo, gpSMCurrentMerc->bDirection, &bDirection ) )
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if ( FindFenceJumpDirection( pjSoldier, pjSoldier->sGridNo, pjSoldier->bDirection, &bDirection ) )
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{
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{
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BeginSoldierClimbFence( gpSMCurrentMerc );
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BeginSoldierClimbFence( pjSoldier );
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}
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}
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}
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}
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}
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}
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+32
-33
@@ -1678,7 +1678,7 @@ INT32 EstimateShotDamage(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ub
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INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT16 sGridno )
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INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *pOpponent, INT16 sGridno )
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{
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{
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UINT16 ubExplosiveIndex;
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UINT16 ubExplosiveIndex;
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INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0;
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INT32 iExplosDamage, iBreathDamage, iArmourAmount, iDamage = 0;
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INT8 bSlot;
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INT8 bSlot;
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@@ -1688,38 +1688,37 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
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if( pSoldier->inv[ubItemPos].usItem == NOTHING )
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if( pSoldier->inv[ubItemPos].usItem == NOTHING )
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return 0;
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return 0;
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//switch ( pSoldier->inv[ ubItemPos ].usItem )
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//switch ( pSoldier->inv[ ubItemPos ].usItem )
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//{
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//{
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//case GL_SMOKE_GRENADE:
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//case GL_SMOKE_GRENADE:
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//case SMOKE_GRENADE:
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//case SMOKE_GRENADE:
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// // Don't want to value throwing smoke very much. This value is based relative
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// // Don't want to value throwing smoke very much. This value is based relative
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// // to the value for knocking somebody down, which was giving values that were
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// // to the value for knocking somebody down, which was giving values that were
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// // too high
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// // too high
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// return( 5 );
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// return( 5 );
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//case RPG7:
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//case RPG7:
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//case ROCKET_LAUNCHER:
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//case ROCKET_LAUNCHER:
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// ubExplosiveIndex = Item[ C1 ].ubClassIndex;
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// ubExplosiveIndex = Item[ C1 ].ubClassIndex;
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// break;
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// break;
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//default:
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//default:
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if ( Item[pSoldier->inv[ ubItemPos ].usItem].singleshotrocketlauncher )
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if ( Item[pSoldier->inv[ ubItemPos ].usItem].singleshotrocketlauncher )
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ubExplosiveIndex = Item[ C1 ].ubClassIndex;
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ubExplosiveIndex = Item[ C1 ].ubClassIndex;
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else if ( Item[pSoldier->inv[ ubItemPos ].usItem].rocketlauncher || Item[pSoldier->inv[ ubItemPos ].usItem].grenadelauncher || Item[pSoldier->inv[ ubItemPos ].usItem].mortar )
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else if ( Item[pSoldier->inv[ ubItemPos ].usItem].rocketlauncher || Item[pSoldier->inv[ ubItemPos ].usItem].grenadelauncher || Item[pSoldier->inv[ ubItemPos ].usItem].mortar )
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{
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{
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bSlot = FindLaunchableAttachment(&pSoldier->inv[ ubItemPos ],pSoldier->inv[ ubItemPos ].usItem ) ;
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bSlot = FindLaunchableAttachment(&pSoldier->inv[ ubItemPos ],pSoldier->inv[ ubItemPos ].usItem ) ;
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if ( bSlot != ITEM_NOT_FOUND )
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if ( bSlot != ITEM_NOT_FOUND )
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ubExplosiveIndex = Item[pSoldier->inv[ bSlot ].usItem].ubClassIndex;
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ubExplosiveIndex = Item[pSoldier->inv[ bSlot ].usItem].ubClassIndex;
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else
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else
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return 0;
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return 0;
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}
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}
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else if ( Explosive[Item[pSoldier->inv[ ubItemPos ].usItem].ubClassIndex].ubType == EXPLOSV_SMOKE )
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else if ( Explosive[Item[pSoldier->inv[ ubItemPos ].usItem].ubClassIndex].ubType == EXPLOSV_SMOKE )
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return 5;
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return 5;
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else
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else
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ubExplosiveIndex = Item[ pSoldier->inv[ubItemPos].usItem ].ubClassIndex;
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ubExplosiveIndex = Item[ pSoldier->inv[ubItemPos].usItem ].ubClassIndex;
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// break;
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//}
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// break;
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//}
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// JA2Gold: added
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// JA2Gold: added
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if ( Item[pSoldier->inv[ubItemPos].usItem].flare )
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if ( Item[pSoldier->inv[ubItemPos].usItem].flare )
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{
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{
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@@ -1744,7 +1743,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
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//NumMessage("damage after GAS MASK: ",iBreathDamage);
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//NumMessage("damage after GAS MASK: ",iBreathDamage);
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}
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}
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}
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}
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if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_BURNABLEGAS )
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if ( Explosive[ ubExplosiveIndex ].ubType == EXPLOSV_BURNABLEGAS )
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{
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{
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// if target gridno is outdoors (where tear gas lasts only 1-2 turns)
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// if target gridno is outdoors (where tear gas lasts only 1-2 turns)
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@@ -1759,7 +1758,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
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if (iExplosDamage < 1)
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if (iExplosDamage < 1)
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iExplosDamage = 1;
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iExplosDamage = 1;
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}
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}
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// if this opponent is standing
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// if this opponent is standing
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if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
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if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
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@@ -1784,7 +1783,7 @@ INT32 EstimateThrowDamage( SOLDIERTYPE *pSoldier, UINT8 ubItemPos, SOLDIERTYPE *
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// if the target gridno is in water, grenade may not blow (guess 50% of time)
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// if the target gridno is in water, grenade may not blow (guess 50% of time)
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/*
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/*
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if (TTypeList[Grid[gridno].land] >= LAKETYPE)
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if (TTypeList[Grid[gridno].land] >= LAKETYPE)
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iDamage /= 2;
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iDamage /= 2;
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*/
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*/
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return( iDamage);
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return( iDamage);
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