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We can now use interactive actions to alter decals on walls, so it is possible to simulate taking off an object from the scenery and add it as an item.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=363513&#msg_363513 Requires GameDir >= r2601 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9141 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -294,7 +294,7 @@ void UpdateBullets( )
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{
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// ALRIGHTY, CHECK WHAT TYPE OF BULLET WE ARE
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if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_KNIFE | BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME /*| BULLET_FLAG_TRACER*/ ) )
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if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_KNIFE | BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE /*| BULLET_FLAG_TRACER*/ ) )
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{
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}
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else
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@@ -350,7 +350,7 @@ void UpdateBullets( )
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}
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}
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// Are we a missle?
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else if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT ) )
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else if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_WHITESMOKE | BULLET_FLAG_CREATURE_SPIT ) )
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{
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}
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/*
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@@ -474,7 +474,7 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
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ANITILE_PARAMS AniParams;
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// If we are a small missle, don't show
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if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT /*| BULLET_FLAG_TRACER*/ ) )
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if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_WHITESMOKE /*| BULLET_FLAG_TRACER*/ ) )
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{
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if ( pBullet->iLoop < 5 )
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{
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@@ -532,6 +532,11 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
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strcpy( AniParams.zCachedFile, "TILECACHE\\FLMTHR2.STI" );
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AniParams.sDelay = (INT16)( 100 );
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}
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else if ( pBullet->usFlags & BULLET_FLAG_WHITESMOKE )
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{
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strcpy( AniParams.zCachedFile, "TILECACHE\\white_smoke_trail.sti" );
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AniParams.sDelay = (INT16)( 100 );
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}
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//else if ( pBullet->usFlags & ( BULLET_FLAG_TRACER ) )
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// HEADROCK HAM B2.5: Created new bullet flag that tells us whether this specific bullet is a tracer.
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// The condition now reads that flag and creates a lightshow only for tracer bullets. This flag is only
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