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- DIRT_GLOBAL_MODIFIER is a global modifier to dirt generation
- second cleaning button in menu now orders entire team to clean their guns - global overheating modifier now also multiplies attachment modifiers - cleaning kits always use up 1% on use git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5913 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -134,7 +134,7 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo );
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// added by Flugente
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void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
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void CleanWeapons( BOOLEAN fCleanAll );
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void CleanWeapons( BOOLEAN fEntireTeam );
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void Strip( SOLDIERTYPE * pSoldier );
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void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
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@@ -4748,7 +4748,7 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
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DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL );
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}
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void CleanWeapons( BOOLEAN fCleanAll )
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void CleanWeapons( BOOLEAN fEntireTeam )
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{
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if ( !gGameExternalOptions.fDirtSystem )
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return;
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@@ -4758,7 +4758,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
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return;
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// if in turnbased mode, perform this action only for the selected merc, and use up APs
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if ( gTacticalStatus.uiFlags & TURNBASED )
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if ( !fEntireTeam || gTacticalStatus.uiFlags & TURNBASED )
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{
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if ( gusSelectedSoldier == NOBODY )
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return;
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@@ -4766,7 +4766,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
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SOLDIERTYPE* pSoldier = MercPtrs[ gusSelectedSoldier ];
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if ( pSoldier->bActive )
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pSoldier->CleanWeapon(fCleanAll);
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pSoldier->CleanWeapon(FALSE);
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}
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else // perform action for every merc in this sector
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{
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@@ -4782,7 +4782,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
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//if the merc is in this sector
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bInSector && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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pSoldier->CleanWeapon(fCleanAll);
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pSoldier->CleanWeapon(TRUE);
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}
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}
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}
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@@ -4905,11 +4905,11 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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SectorFillCanteens();
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break;
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case 2:
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// clean a single weapon
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// clean weapons of selected merc
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CleanWeapons(FALSE);
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break;
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case 3:
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// clean all weapons
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// clean weapons of entire team
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CleanWeapons(TRUE);
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break;
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case 4:
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