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- New command: On [Alt] + [N], all team members in the sector try to put on gas masks
- Fix: gasmask status was not always evaluated correctly git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8315 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-10
@@ -2332,12 +2332,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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if ( (gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & ANY_SMOKE_EFFECT /* && PreRandom( 4 ) == 0*/ ) || gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
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{
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EXPLOSIVETYPE * pExplosive = NULL;
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INT8 bPosOfMask;
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bPosOfMask = FindGasMask (pSoldier);
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if(!DoesSoldierWearGasMask(pSoldier))//dnl ch40 200909
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bPosOfMask = NO_SLOT;
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BOOLEAN fWearsGasMask = DoesSoldierWearGasMask( pSoldier );
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// WANNE: Only apply the following code for soldiers and not the ROBOT!!
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// TODO: Madd: This next section is pretty lame because it can't figure out which explosive was used to actually cause a gas effect
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@@ -2351,10 +2346,9 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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// as long as you have been affected once. This is now handled by function DishOutGasDamage() that is used below.
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if ( !AM_A_ROBOT( pSoldier ) )
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{
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if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE )
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{
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if ( bPosOfMask == NO_SLOT ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS) )//dnl ch40 200909
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if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS) )//dnl ch40 200909
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{
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pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_SMOKE) ].ubClassIndex ]);
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}
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@@ -2363,7 +2357,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
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if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_TEARGAS )
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{
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if ( bPosOfMask == NO_SLOT ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS) )
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if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS) )
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{
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pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_TEARGAS) ].ubClassIndex ]);
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}
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@@ -2372,7 +2366,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
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if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_MUSTARDGAS )
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{
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if ( bPosOfMask == NO_SLOT ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS) )
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if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS) )
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{
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pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_MUSTGAS) ].ubClassIndex ]);
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}
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@@ -3905,15 +3905,32 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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break;
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// swap sungoggles and nightgoggles
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// swap sungoggles and nightgoggles / put on gas masks
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case 'N':
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SOLDIERTYPE *pTeamSoldier;
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INT8 bLoop;
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BOOLEAN fToNightVision;
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// HEADROCK HAM B2.8: Added call for CTRL-SHIFT-N to switch all soldiers to day/night.
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if ( fCtrl )
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// emergency command: everybody in this sector puts on gasmasks
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if ( fAlt )
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{
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for ( bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier = MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++ )
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{
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if ( !AM_A_ROBOT( pTeamSoldier ) && pTeamSoldier->stats.bLife >= OKLIFE && (pTeamSoldier->sSectorX == gWorldSectorX) && (pTeamSoldier->sSectorY == gWorldSectorY) && (pTeamSoldier->bSectorZ == gbWorldSectorZ) )
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{
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WearGasMaskIfAvailable( pTeamSoldier );
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}
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}
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// redraw panels
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fCharacterInfoPanelDirty = TRUE;
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fTeamPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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// HEADROCK HAM B2.8: Added call for CTRL-SHIFT-N to switch all soldiers to day/night.
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else if ( fCtrl )
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{
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BOOLEAN fToNightVision;
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
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