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New feature: advanced repair/dirt system
- items now have an internal repair value that can be lowered through damage taken. They can only be repaired up to that value by your mercs, onyl smiths can fully restore it to 100% - guns get dirty over time, especially when shooting. Thsi can cause them to jam. Use cleaning kits (item #1576) to clean them by pressing 'Alt' + '.' - more on this feature in http://www.bears-pit.com/board/ubbthreads.php/topics/308926/New_feature_advanced_repair_di.html#Post308926 - this requires GameDir revision 1496 or higher WARING! THIS BREAKS SAVEGAME COMPATIBIITY! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5480 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-1
@@ -446,7 +446,7 @@ INT16 ReduceCamoFromSoldier( SOLDIERTYPE * pSoldier, INT16 iCamoToRemove, INT16
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BOOLEAN HasExtendedEarOn( SOLDIERTYPE * pSoldier );
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BOOLEAN UseTotalMedicalKitPoints( SOLDIERTYPE * pSoldier, UINT16 usPointsToConsume );
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// Flugente FTW 1.2
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// Flugente
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FLOAT GetItemCooldownFactor( OBJECTTYPE * pObj );
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void GetScopeLists( OBJECTTYPE * pObj, std::map<INT8, OBJECTTYPE*>& arScopeMap );
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@@ -479,6 +479,16 @@ OBJECTTYPE* GetExternalFeedingObject(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject
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BOOLEAN DeductBulletViaExternalFeeding(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject);
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// Flugente: additional xml data for sectors
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typedef struct
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{
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UINT8 usWaterType; // type of water source in this sector
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UINT16 usNaturalDirt; // extra dirt percentage when firing in this sector
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} SECTOR_EXT_DATA;
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// get dirt increase for object with attachments, fConsiderAmmo: with ammo
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FLOAT GetItemDirtIncreaseFactor( OBJECTTYPE * pObj, BOOLEAN fConsiderAmmo = TRUE );
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//DBrot: get the volume of all attached pouches
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UINT8 GetVolumeAlreadyTaken(OBJECTTYPE * pObj);
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INT16 GetPocketFromAttachment(OBJECTTYPE * pObj, UINT8 pMap);
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