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Don't check whether an explosion damaging a room pisses of civilians if there is no room to begin with
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8839 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5166,6 +5166,10 @@ void HandleBuldingDestruction( INT32 sGridNo, UINT8 ubOwner )
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return;
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}
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// no point doing this if this is not part of a room
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if ( sGridNo == NOWHERE || !InARoom( sGridNo, NULL ) )
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return;
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cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++ )
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{
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@@ -5190,14 +5194,12 @@ void HandleBuldingDestruction( INT32 sGridNo, UINT8 ubOwner )
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INT32 FindActiveTimedBomb( void )
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{
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UINT32 uiWorldBombIndex;
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UINT32 uiTimeStamp;
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OBJECTTYPE * pObj;
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uiTimeStamp = GetJA2Clock();
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//UINT32 uiTimeStamp = GetJA2Clock();
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// Go through all the bombs in the world, and look for timed ones
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for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
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for ( UINT32 uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; ++uiWorldBombIndex)
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{
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if (gWorldBombs[uiWorldBombIndex].fExists)
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{
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@@ -5218,10 +5220,8 @@ BOOLEAN ActiveTimedBombExists( void )
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{
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return( FindActiveTimedBomb() != -1 );
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}
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else
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{
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return( FALSE );
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}
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return( FALSE );
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}
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void RemoveAllActiveTimedBombs( void )
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