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- added second weapon cleaning operation to clean all guns
- added missing texts - cleaned up tripwire-related code git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5538 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3676,9 +3676,8 @@ BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UIN
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// tripwire just gets activated
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if ( Item[pObj->usItem].tripwire == 1 )
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{
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// this is important - we have to check for the tripwire's temperature.
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// The temperature serves as a temporary flag replacement, marking that a tripwire has already been activated, and shouldn't be activated again
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if ( (*pObj)[0]->data.bTemperature < 1 )
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// this is important - we have to check wether the wire has already been activated
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if ( ( (*pObj)[0]->data.sObjectFlag & TRIPWIRE_ACTIVATED ) == 0 )
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{
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// determine this tripwire's flag
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UINT32 ubWireNetworkFlag = (*pObj)[0]->data.ubWireNetworkFlag;
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@@ -3725,10 +3724,9 @@ BOOLEAN ActivateSurroundingTripwire( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UIN
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}
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// Flugente hack: the tripwire will get removed in HandleExplosionQueue (it is still needed in there until the bomb gets called).
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// Because of this, ActivateSurroundingTripwire wouldm normally find this wire again, a loop would occur.
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// As i do not want to create an itm flag for this purpose right now (but its on my TODO-list), we set the temperature of the wire to a higher value
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// (temperature for tripwire isn't needed anywhere else, so its ok)
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(*pObj)[0]->data.bTemperature = 1000.0;
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// Because of this, ActivateSurroundingTripwire would normally find this wire again, thus a loop would occur.
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// So we mark the wire with this flag
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(*pObj)[0]->data.sObjectFlag |= TRIPWIRE_ACTIVATED;
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// activate surrounding tripwires, unless tripwire is too much damaged and we are unlucky..
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if ( (*pObj)[0]->data.objectStatus > (INT16)Random(50) )
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@@ -3872,13 +3870,13 @@ void HandleExplosionQueue( void )
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if ( fgunfound && pAttGun && pAttGun->exists() )
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{
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// Flugente 2012-06-16: I ran into a weird bug. If activating multiple guntraps, an errro would occur when placing a gun on the floor.
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// Flugente 2012-06-16: I ran into a weird bug. If activating multiple guntraps, an error would occur when placing a gun on the floor.
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// The problem is the function GetFreeWorldItemIndex( ) in AddItemToWorld() in World Items.cpp.
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// It gets a free index for the item that should be placed. If there is no free index, it creates a bigger array, copies the current array into it, and then deletes the old index.
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// For some reason still unknown to me, this corrupts the pObj-pointer. It also corrupts the pAttGun-pointer, this is the reason I create a new object.
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// I had to move some functions here to take care of that. It would be good if spmeone with more knowledge could take a look at this.
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// I had to move some functions here to take care of that. It would be good if someone with more knowledge could take a look at this.
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// fire with this gun, if possible. Afterwards palce it on the floor
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// fire with this gun, if possible. Afterwards place it on the floor
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OBJECTTYPE object(*pAttGun);
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CheckAndFireTripwireGun( &object, sGridNo, ubLevel, (*pObj)[0]->data.misc.ubBombOwner, (*pObj)[0]->data.ubDirection );
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}
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@@ -3896,9 +3894,9 @@ void HandleExplosionQueue( void )
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}
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gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_ENEMY_MINE_PRESENT);
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}
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// we have to set the wire's temperature back to 0, otherwise tripwire will only work once
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(newtripwireObject)[0]->data.bTemperature = 0;
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// delete the flag, otherwise wire will only work once
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(newtripwireObject)[0]->data.sObjectFlag &= ~TRIPWIRE_ACTIVATED;
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// now add a tripwire item to the floor, simulating that activating tripwire deactivates it
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AddItemToPool( sGridNo, &newtripwireObject, 1, ubLevel, 0, -1 );
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@@ -4380,10 +4378,9 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
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}
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// Flugente hack: the tripwire will get removed in HandleExplosionQueue (it is still needed in there until the bomb gets called).
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// Because of this, ActivateSurroundingTripwire wouldm normally find this wire again, a loop would occur.
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// As i do not want to create an item flag for this purpose right now (but its on my TODO-list), we set the temperature of the wire to a higher value
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// (temperature for tripwire isn't needed anywhere else, so its ok)
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(*pObj)[0]->data.bTemperature = 1000.0;
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// Because of this, ActivateSurroundingTripwire would normally find this wire again, thus a loop would occur.
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// So we mark the wire with this flag
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(*pObj)[0]->data.sObjectFlag |= TRIPWIRE_ACTIVATED;
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// activate surrounding tripwires and tripwire-activated mines, unless tripwire is too much damaged and we are unlucky..
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if ( (*pObj)[0]->data.objectStatus > (INT16)Random(50) )
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