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- new option for militia command menu: crouch/all crouch
- Larry now consumes every drug git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5638 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -296,7 +296,9 @@ void HourlyQuestUpdate( void )
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}
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#define BAR_TEMPTATION 4
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#define NUM_LARRY_ITEMS 6
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// Flugente: abandoned the LarryItems for the new drug system
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/*#define NUM_LARRY_ITEMS 6
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UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
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{
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// item, temptation, points to use
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@@ -306,18 +308,19 @@ UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
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{ WINE, 3, 50 },
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{ REGEN_BOOSTER, 3, 100 },
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{ BEER, 2, 100 },
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};
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};*/
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#define LARRY_FALLS_OFF_WAGON 8
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void HourlyLarryUpdate( void )
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{
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SOLDIERTYPE * pSoldier;
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INT8 bSlot = NO_SLOT, bBoozeSlot;
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INT8 bLarryItemLoop;
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SOLDIERTYPE * pSoldier;
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INT8 bSlot = NO_SLOT, bBoozeSlot;
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INT8 bLarryItemLoop;
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UINT16 usTemptation = 0;
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UINT16 usCashAmount;
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BOOLEAN fBar = FALSE;
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OBJECTTYPE* pObj = NULL;
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pSoldier = FindSoldierByProfileID( LARRY_NORMAL, TRUE );
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if ( !pSoldier )
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@@ -339,8 +342,23 @@ void HourlyLarryUpdate( void )
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return;
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}
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// Flugente: reworked this for the new drug system. We now loop over our entire inventory
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INT8 invsize = (INT8)pSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ...
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{
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if ( pSoldier->inv[bLoop].exists() && Item[ pSoldier->inv[bLoop].usItem ].drugtype > 0 )
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{
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pObj = &(pSoldier->inv[bLoop]);
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usTemptation = 5;
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// any drug will do... I'm not going to create a new tag for sth minor like this
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break;
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}
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}
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// look for items in Larry's inventory to maybe use
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for ( bLarryItemLoop = 0; bLarryItemLoop < NUM_LARRY_ITEMS; bLarryItemLoop++ )
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/*for ( bLarryItemLoop = 0; bLarryItemLoop < NUM_LARRY_ITEMS; bLarryItemLoop++ )
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{
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bSlot = FindObj( pSoldier, LarryItems[ bLarryItemLoop ][ 0 ] );
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if ( bSlot != NO_SLOT )
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@@ -348,7 +366,7 @@ void HourlyLarryUpdate( void )
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usTemptation = LarryItems[ bLarryItemLoop ][ 1 ];
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break;
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}
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}
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}*/
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// check to see if we're in a bar sector, if we are, we have access to alcohol
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// which may be better than anything we've got...
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@@ -397,7 +415,7 @@ void HourlyLarryUpdate( void )
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SwapLarrysProfiles( pSoldier );
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if ( bSlot != NO_SLOT )
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{
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UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
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UseKitPoints( &(pSoldier->inv[ bSlot ]), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
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}
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}
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}
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@@ -427,8 +445,10 @@ void HourlyLarryUpdate( void )
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}
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if ( bSlot != NO_SLOT )
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{
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// Flugente: abandoned LarryItems
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// ahhhh!!!
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UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
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if ( pObj )
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UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
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}
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}
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}
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