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A paramedic can use empty bloodbags (<emptybloodbag>-tag, item #1756) to create blood bags (<bloodbag>-tag, item #1757) from other mercs. These can then boost the health returned by surgery by ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG percent.
Requires GameDir >= r2467. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8662 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -178,6 +178,7 @@ typedef enum ATTACHMENT_SLOT{
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#define HANDCUFFCURS 25
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#define APPLYITEMCURS 26
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#define INTERACTIVEACTIONCURS 27
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#define BLOODBAGCURS 28
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#define CAMERARANGE 10
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@@ -734,7 +735,7 @@ extern OBJECTTYPE gTempObject;
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// -------- added by Flugente: various item flags --------
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// flags used for various item properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
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// note that these should not be used to determine what kind of an attachment an item is, that is determined by attachmentclass and the AC_xxx flags above
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//#define EMPTY_SANDBAG 0x00000001 //1
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#define BLOOD_BAG 0x00000001 //1 // this item is a blood bag can can be used to boost surgery
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#define MANPAD 0x00000002 //2 // this item is a MAn-Portable Air-Defense System
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#define BEARTRAP 0x00000004 //4 // a mechanical trap that does no explosion, but causes leg damage to whoever activates it
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#define CAMERA 0x00000008 //8
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@@ -773,6 +774,10 @@ extern OBJECTTYPE gTempObject;
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#define DISEASEPROTECTION_1 0x20000000 //536870912 // this item protects us from getting diseases by human contact if kept in inventory
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#define DISEASEPROTECTION_2 0x40000000 //1073741824 // this item protects us from getting diseases by human contact if kept in inventory
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#define LBE_EXPLOSIONPROOF 0x80000000 //2147483648 // any gear in LBE with this flag is protected from explosions
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// extended flagmask to UINT64
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#define EMPTY_BLOOD_BAG 0x0000000100000000 // this item is a empty blood bag
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// ----------------------------------------------------------------
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// -------- added by Flugente: flags for objects --------
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@@ -1133,7 +1138,7 @@ typedef struct
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BOOLEAN blockironsight; // if a gun or any attachment have this property, the iron sight won't be usable (if there is at least one other usable sight)
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UINT32 usItemFlag; // bitflags to store various item properties (better than introducing 32 BOOLEAN values). If I only had thought of this earlier....
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UINT64 usItemFlag; // bitflags to store various item properties (better than introducing 32 BOOLEAN values). If I only had thought of this earlier....
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// Flugente: food type
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UINT32 foodtype;
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