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New Feature: static fortifications can now be built by mercs (by Flugente)
- if the terrain allows it, an empty sandbag (item 1540) can be filled to a full sandbag (item 1541). You need to have a shovel (item 1015) in your second hand. You will notice the new hammer cursor - by using a full sandbag, you can build a sandbag barrier - by using a concertina stack, you can build a concertina wire barrier - this only works if the current map has sandbags/concertina wire in its tileset - with a shovel in your hand, you can remove a sandbag barrier - changed the size of shovel so it can actually be put in inventories. It was also necessary to remove its ability to be used as a melee weapon. - for further info, see this thread: http://www.bears-pit.com/board/ubbthreads.php/topics/305822.html#Post305822 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4117,6 +4117,24 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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gsUIHandleShowMoveGridLocation = sActionGridNo;
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}
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}
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else if ( uiFlags == MOVEUI_TARGET_FORTIFICATION )
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{
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sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, NULL, FALSE, TRUE );
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if ( sActionGridNo == -1 )
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{
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sActionGridNo = usMapPos;
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}
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sAPCost = GetAPsToBuildFortification( pSoldier, sActionGridNo );
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sAPCost += UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
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if ( sActionGridNo != pSoldier->sGridNo )
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{
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gfUIHandleShowMoveGrid = TRUE;
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gsUIHandleShowMoveGridLocation = sActionGridNo;
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}
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}
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else if ( uiFlags == MOVEUI_TARGET_MERCS )
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{
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INT32 sGotLocation = NOWHERE;
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@@ -4423,6 +4441,45 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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}
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}
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if ( ubItemCursor == FORTICURS )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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}
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if ( pSoldier->pathing.bLevel == 0 )
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{
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if ( IsFortificationPossibleAtGridNo( usMapPos, NULL ) )
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{
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return( TRUE );
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}
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if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (EMPTY_SANDBAG)) )
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{
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// check if we have a shovel in our second hand
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OBJECTTYPE* pShovelObj = &(pSoldier->inv[SECONDHANDPOS]);
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if ( !pShovelObj || !(pShovelObj->exists()) || !HasItemFlag(pSoldier->inv[ SECONDHANDPOS ].usItem, (SHOVEL)) )
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{
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return( TRUE );
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}
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}
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if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (SHOVEL)) )
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{
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STRUCTURE* pStruct = FindStructure(usMapPos, STRUCTURE_GENERIC);
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if ( pStruct )
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{
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return( TRUE );
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}
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}
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}
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return( FALSE );
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}
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if ( ubItemCursor == BOMBCURS )
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{
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if ( usMapPos == pSoldier->sGridNo )
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