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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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@@ -560,8 +560,19 @@ void UpdateAniTiles( )
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ubExpType = Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubType;
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// Flugente: if tile has a fire retardant effect, don't create new fire
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if ( ubExpType == EXPLOSV_BURNABLEGAS )
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{
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if ( gpWorldLevelData[pNode->sGridNo].ubExtFlags[gExplosionData[pNode->uiUserData3].Params.bLevel] & MAPELEMENT_EXT_FIRERETARDANT_SMOKE )
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{
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// don't add fire
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return;
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}
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}
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if ( ubExpType == EXPLOSV_TEARGAS || ubExpType == EXPLOSV_MUSTGAS ||
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ubExpType == EXPLOSV_SMOKE || ubExpType == EXPLOSV_BURNABLEGAS || ubExpType == EXPLOSV_SIGNAL_SMOKE || ubExpType == EXPLOSV_SMOKE_DEBRIS || ubExpType == EXPLOSV_CREATUREGAS)
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ubExpType == EXPLOSV_SMOKE || ubExpType == EXPLOSV_BURNABLEGAS || ubExpType == EXPLOSV_SIGNAL_SMOKE || ubExpType == EXPLOSV_SMOKE_DEBRIS || ubExpType == EXPLOSV_CREATUREGAS ||
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ubExpType == EXPLOSV_SMOKE_FIRERETARDANT )
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{
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// Do sound....
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// PlayJA2Sample( AIR_ESCAPING_1, RATE_11025, SoundVolume( HIGHVOLUME, pNode->sGridNo ), 1, SoundDir( pNode->sGridNo ) );
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