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- New feature: Ammotype flag AMMO_ANTIMATERIEL (<ammoflag>4</ammoflag>) gives bullets the ability to destroy walls and other structures.
- Fix: SoldierToSoldierLineOfSightTest was called against NOBODY git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7069 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -16,6 +16,7 @@
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#define BULLET_FLAG_BUCKSHOT 0x0040
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#define BULLET_FLAG_FLAME 0x0080
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#define BULLET_FLAG_TRACER 0x0100
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#define BULLET_FLAG_ANTIMATERIEL 0x0200 // Flugente: bullet can destroy structures
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//afp-start calculate line points between two point
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#define BULLET_TRACER_MAX_LENGTH 60
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@@ -2378,6 +2378,15 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
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cnt++;
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}
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////////////////// ANTI-MATERIEL AMMO
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if ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].ammoflag & AMMO_ANTIMATERIEL )
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{
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swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 37 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 37 ]);
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SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr );
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MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
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cnt++;
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}
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}
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if (Item[ gpItemDescObject->usItem ].usItemClass & IC_EXPLOSV)
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@@ -5724,6 +5733,13 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 4, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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cnt++;
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}
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////////////////// ANTI-MATERIEL AMMO
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if ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].ammoflag & AMMO_ANTIMATERIEL )
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 36, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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cnt++;
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}
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}
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if (Item[ gpItemDescObject->usItem ].usItemClass & (IC_EXPLOSV))
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@@ -4442,6 +4442,10 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
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fTracer = TRUE;
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}
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// Flugente: anti-materiel ammo
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if ( AmmoTypes[(*pObjAttHand)[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_ANTIMATERIEL )
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usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
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ubImpact =(UINT8) GetDamage(&pFirer->inv[pFirer->ubAttackingHand]);
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//zilpin: Begin new code block for spread patterns, number of projectiles, impact adjustment, etc.
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{
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@@ -4922,6 +4926,10 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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fTracer = TRUE;
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}
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// Flugente: anti-materiel ammo
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if ( AmmoTypes[ pFirer->inv[pFirer->ubAttackingHand][0]->data.gun.ubGunAmmoType ].ammoflag & AMMO_ANTIMATERIEL )
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usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
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ubImpact =(UINT8) GetDamage(pObjAttHand);
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//zilpin: pellet spread patterns externalized in XML
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/* zilpin: The section below, including line comments, is the original adjustment made to multiple projectile stats.
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@@ -5573,6 +5581,10 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
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ubSpreadIndex = 2;
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}
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// Flugente: anti-materiel ammo
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if ( AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_ANTIMATERIEL )
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usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
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// no option to use fire bursts or autofire yet
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/*// HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the
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// New Tracer System.
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@@ -6872,6 +6884,16 @@ void MoveBullet( INT32 iBullet )
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// play animation to indicate structure being hit
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BulletHitStructure( pBullet, pStructure->usStructureID, 1, pBullet->qCurrX, pBullet->qCurrY, pBullet->qCurrZ, FALSE );
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gubLocalStructureNumTimesHit[iStructureLoop] = 1;
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// Flugente: anti-materiel rifles have to be handled slightly different - we have to remove the bullet after impact.
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// Otherwise we might destroy a structure, but this function won't 'realize' it, leading to invalid memory access
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if ( pBullet->usFlags & BULLET_FLAG_ANTIMATERIEL )
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{
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// Moved here to keep ABC >0 as long as possible
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RemoveBullet( iBullet );
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// ReduceAttackBusyCount( );
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return;
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}
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}
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}
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}
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+20
-13
@@ -728,7 +728,7 @@ weaponEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = WEAPON_ELEMENT_WEAPON;
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pData->curWeapon.HeavyGun = (BOOLEAN) atof(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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@@ -896,16 +896,16 @@ BOOLEAN WriteWeaponStats()
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FilePrintf(hFile,"\t\t<APsToReload>%d</APsToReload>\r\n", Weapon[cnt].APsToReload);
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FilePrintf(hFile,"\t\t<SwapClips>%d</SwapClips>\r\n", Weapon[cnt].swapClips );
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FilePrintf(hFile,"\t\t<MaxDistForMessyDeath>%d</MaxDistForMessyDeath>\r\n", Weapon[cnt].maxdistformessydeath);
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FilePrintf(hFile,"\t\t<AutoPenalty>%d</AutoPenalty>\r\n", Weapon[cnt].AutoPenalty);
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FilePrintf(hFile,"\t\t<NoSemiAuto>%d</NoSemiAuto>\r\n", Weapon[cnt].NoSemiAuto);
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FilePrintf(hFile,"\t\t<AutoPenalty>%d</AutoPenalty>\r\n", Weapon[cnt].AutoPenalty);
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FilePrintf(hFile,"\t\t<NoSemiAuto>%d</NoSemiAuto>\r\n", Weapon[cnt].NoSemiAuto);
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FilePrintf(hFile,"\t\t<ubAimLevels>%d</ubAimLevels>\r\n", Weapon[cnt].ubAimLevels );
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FilePrintf(hFile,"\t\t<EasyUnjam>%d</EasyUnjam>\r\n", Weapon[cnt].EasyUnjam);
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FilePrintf(hFile,"\t\t<Handling>%d</Handling>\r\n", Weapon[cnt].ubHandling);
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FilePrintf(hFile,"\t\t<EasyUnjam>%d</EasyUnjam>\r\n", Weapon[cnt].EasyUnjam);
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FilePrintf(hFile,"\t\t<Handling>%d</Handling>\r\n", Weapon[cnt].ubHandling);
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FilePrintf(hFile,"\t\t<usOverheatingJamThreshold>%4.2f</usOverheatingJamThreshold>\r\n", Weapon[cnt].usOverheatingJamThreshold); // Flugente FTW 1
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FilePrintf(hFile,"\t\t<usOverheatingDamageThreshold>%4.2f</usOverheatingDamageThreshold>\r\n", Weapon[cnt].usOverheatingDamageThreshold);
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FilePrintf(hFile,"\t\t<usOverheatingSingleShotTemperature>%4.2f</usOverheatingSingleShotTemperature>\r\n", Weapon[cnt].usOverheatingSingleShotTemperature);
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FilePrintf(hFile,"\t\t<HeavyGun>%d</HeavyGun>\r\n", Weapon[cnt].HeavyGun);
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FilePrintf(hFile,"\t\t<HeavyGun>%d</HeavyGun>\r\n", Weapon[cnt].HeavyGun);
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FilePrintf(hFile,"\t</WEAPON>\r\n");
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}
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@@ -4661,7 +4661,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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{
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pStructure = FindStructureByID( sGridNo, usStructureID );
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DamageStructure( pStructure, (UINT8)iImpact, STRUCTURE_DAMAGE_GUNFIRE, sGridNo, sXPos, sYPos, ubAttackerID );
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DamageStructure( pStructure, (UINT8)iImpact, STRUCTURE_DAMAGE_GUNFIRE, sGridNo, sXPos, sYPos, ubAttackerID, pBullet->usFlags & BULLET_FLAG_ANTIMATERIEL ? pBullet->iImpact - pBullet->iImpactReduction : 0 );
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}
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// HEADROCK HAM 5: Fragments are not fired from guns, so they need a special case.
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@@ -6784,21 +6784,28 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
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sDistVis = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
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iScopeVisionRangeBonus = GetTotalVisionRangeBonus(pSoldier, bLightLevel); // not an actual range value, simply a modifier for range calculations
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if (ubTargetID != NOBODY && pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
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iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
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if (iSightRange == 0) { // didn't do a bodypart-based test or can't see specific body part aimed at
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if (iSightRange == 0)
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{
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// didn't do a bodypart-based test or can't see specific body part aimed at
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iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
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fCoverObscured = true;
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}
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if (iSightRange == 0) { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
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if (ubTargetID != NOBODY && iSightRange == 0 )
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{ // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
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iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false, true );
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fCantSeeTarget = true;
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fCoverObscured = false;
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}
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gbForceWeaponReady = false;
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gbForceWeaponNotReady = true;
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gbForceWeaponReady = false;
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gbForceWeaponNotReady = true;
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sDistVisNoScope = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
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gbForceWeaponNotReady = false;
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gbForceWeaponNotReady = false;
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// Flugente: blind soldiers have sDistVisNoScope = 0...
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if ( sDistVisNoScope )
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+2
-2
@@ -178,8 +178,8 @@ enum
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// flags used for various ammo properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
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#define AMMO_NEUROTOXIN 0x00000001 //1 // this ammo adds the cyanide drug effect to its target, killing it in a few turns
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#define AMMO_BLIND 0x00000002 //2 // this ammo will blind if it hits the head
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/*#define SHOVEL 0x00000004 //4
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#define CONCERTINA 0x00000008 //8
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#define AMMO_ANTIMATERIEL 0x00000004 //4 // this ammo is anti-materiel, bullets can destroy structures
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/*#define CONCERTINA 0x00000008 //8
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#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
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#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
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+36
-17
@@ -40,6 +40,7 @@
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#include "Random.h"
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#include "Tile Animation.h"
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#include "Explosion Control.h" // added by Flugente
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#endif
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#ifdef COUNT_PATHS
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@@ -1674,14 +1675,12 @@ BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pub
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return( TRUE );
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}
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BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner )
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BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact )
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{
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// do damage to a structure; returns TRUE if the structure should be removed
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STRUCTURE *pBase;
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UINT8 ubArmour;
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//LEVELNODE *pNode;
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UINT8 ubArmour;
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CHECKF( pStructure );
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if (pStructure->fFlags & STRUCTURE_PERSON || pStructure->fFlags & STRUCTURE_CORPSE)
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{
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@@ -1694,16 +1693,18 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
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return( FALSE );
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}
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UINT8 ubBaseArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ];
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// Account for armour!
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if (ubReason == STRUCTURE_DAMAGE_EXPLOSION)
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{
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if ( pStructure->fFlags & STRUCTURE_EXPLOSIVE )
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{
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ubArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] / 3;
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ubArmour = ubBaseArmour / 3;
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}
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else
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{
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ubArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] / 2;
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ubArmour = ubBaseArmour / 2;
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}
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if (ubArmour > ubDamage)
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@@ -1753,19 +1754,37 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
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}
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// Make hit sound....
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if ( pStructure->fFlags & STRUCTURE_CAVEWALL )
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{
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PlayJA2Sample( S_VEG_IMPACT1, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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}
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else
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{
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if ( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] != -1 )
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if ( pStructure->fFlags & STRUCTURE_CAVEWALL )
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{
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PlayJA2Sample( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ], RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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PlayJA2Sample( S_VEG_IMPACT1, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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}
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}
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else
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{
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if ( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] != -1 )
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{
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PlayJA2Sample( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ], RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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}
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}
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// Flugente: anti-material rifles can damage and even destroy structures, but some structures remain indestructible (otherwise the player might gain access to inaccessible spots)
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// the impact must be damaging enough, otherwise this won't have an effect
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if ( ubBaseArmour < 75 && ubBaseArmour > 0 && sAntiMaterialImpact > ubBaseArmour * 5 / 12 )
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{
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// we will run into this exact function again. In order to damage the object, we need to do damage of at least half the armour value
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INT16 damage = ubBaseArmour / 2;
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// this is the damage we will cause. The higher our damage, the faster can we destroy a structure
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damage += max(1, 2 * sAntiMaterialImpact / ubBaseArmour);
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BOOLEAN recompile = FALSE;
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ExplosiveDamageGridNo( sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0 );
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//Since the structure is being damaged, set the map element that a structure is damaged
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gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
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}
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// Don't update damage HPs....
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return( TRUE );
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return TRUE;
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}
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// OK, LOOK FOR A SAM SITE, UPDATE....
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@@ -83,7 +83,7 @@ BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructu
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// FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
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INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
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BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner );
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BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact = 0 );
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// Material armour type enumeration
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enum
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+2
-2
@@ -715,8 +715,8 @@ extern STR16 szUDBGenExplosiveStatsTooltipText[ 23 ]; // silversurfer Repair
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extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23
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extern STR16 szUDBGenCommonStatsTooltipText[ 1 ]; // silversurfer new for items that don't fit the other categories
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extern STR16 szUDBGenCommonStatsExplanationsTooltipText[ 1 ]; // silversurfer new for items that don't fit the other categories
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extern STR16 szUDBGenSecondaryStatsTooltipText[ 37 ]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
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extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[ 37 ]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
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extern STR16 szUDBGenSecondaryStatsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
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extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
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extern STR16 szUDBAdvStatsTooltipText[ 66 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57 dirt: 57->58 food:58->64 silversurfer Best Laser Range:64->65 silversurfer PercentRecoilModifier: 66
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extern STR16 szUDBAdvStatsExplanationsTooltipText[ 65 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57 dirt: 57->58 food:58->64 silversurfer Best Laser Range:64->65 silversurfer PercentRecoilModifier: 65
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extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[ 53 ]; // Flugente Overheating Weapons: 48->52 silversurfer Best Laser Range:64->65 silversurfer PercentRecoilModifier: 53
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@@ -7564,6 +7564,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
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L"|水|中|下|沉", //L"|S|i|n|k|s",
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L"|双|手|操|作", //|T|w|o|-|H|a|n|d|e|d",
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L"|挡|住|准|心", //L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
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L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
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};
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STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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@@ -7605,6 +7606,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \n这个物品掉在水中会下沉消失", //L"\n \nThis item sinks when put in water.",
|
||||
L"\n \n这个物品需要两只手一起操作使用", //L"\n \nThis item requires both hands to be used.",
|
||||
L"\n \n这个物品会挡住准心\n 你无法再使用准心瞄准", //L"\n \nThis item will block your iron sights\nso you cannot use them.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7573,6 +7573,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|S|i|n|k|s",
|
||||
L"|T|w|o|-|H|a|n|d|e|d",
|
||||
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7614,6 +7615,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis item sinks when put in water.",
|
||||
L"\n \nThis item requires both hands to be used.",
|
||||
L"\n \nThis item will block your iron sights\nso you cannot use them.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7561,6 +7561,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|S|i|n|k|s",
|
||||
L"|T|w|o|-|H|a|n|d|e|d",
|
||||
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|e|l |A|m|m|o",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7602,6 +7603,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis item sinks when put in water.",
|
||||
L"\n \nThis item requires both hands to be used.",
|
||||
L"\n \nThis item will block your iron sights\nso you cannot use them.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7560,6 +7560,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|N|e |f|l|o|t|t|e |p|a|s",
|
||||
L"|À |d|e|u|x |m|a|i|n|s",
|
||||
L"|B|l|o|q|u|e |l|e |v|i|s|e|u|r",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7601,6 +7602,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nCet objet coule dans l'eau.",
|
||||
L"\n \nCet objet exige les deux mains pour être utilisé.",
|
||||
L"\n \nCet Objet bloquera votre viseur\nde ce fait vous ne pouvez pas l'utiliser.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7387,6 +7387,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|S|i|n|k|s",
|
||||
L"|T|w|o|-|H|a|n|d|e|d",
|
||||
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7428,6 +7429,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nDieser Gegenstand versinkt in Wasser.",
|
||||
L"\n \nDieser Gegenstand muß mit beiden Händen benutzt werden.",
|
||||
L"\n \nDieser Gegenstand verhindert die Verwendung von Kimme und Korn.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7564,6 +7564,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|S|i|n|k|s",
|
||||
L"|T|w|o|-|H|a|n|d|e|d",
|
||||
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7605,6 +7606,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis item sinks when put in water.",
|
||||
L"\n \nThis item requires both hands to be used.",
|
||||
L"\n \nThis item will block your iron sights\nso you cannot use them.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7581,6 +7581,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|S|i|n|k|s",
|
||||
L"|T|w|o|-|H|a|n|d|e|d",
|
||||
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7622,6 +7623,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis item sinks when put in water.",
|
||||
L"\n \nThis item requires both hands to be used.",
|
||||
L"\n \nThis item will block your iron sights\nso you cannot use them.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7564,6 +7564,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|S|i|n|k|s",
|
||||
L"|T|w|o|-|H|a|n|d|e|d",
|
||||
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7605,6 +7606,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis item sinks when put in water.",
|
||||
L"\n \nThis item requires both hands to be used.",
|
||||
L"\n \nThis item will block your iron sights\nso you cannot use them.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
@@ -7573,6 +7573,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|S|i|n|k|s",
|
||||
L"|T|w|o|-|H|a|n|d|e|d",
|
||||
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
|
||||
L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7614,6 +7615,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis item sinks when put in water.",
|
||||
L"\n \nThis item requires both hands to be used.",
|
||||
L"\n \nThis item will block your iron sights\nso you cannot use them.",
|
||||
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
|
||||
Reference in New Issue
Block a user