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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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@@ -232,6 +232,7 @@ enum
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MERC_HANDCUFF_PERSON,
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MERC_APPLYITEM,
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MERC_INTERACTIVEACTION,
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MERC_FILLBLOODBAG,
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};
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// ENUMERATIONS FOR THROW ACTIONS
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@@ -418,7 +419,8 @@ enum
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#define SOLDIER_CONCEALINSERTION 0x00008000 // we enteri a sector by transition from concealed state (which causes us to spawn at the location we left the sector in)
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#define SOLDIER_CONCEALINSERTION_DISCOVERED 0x00010000 // we enter a sector by transition from concealed state, but as we were 'discovered', set red alert
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#define SOLDIER_MERC_POW_LOCATIONKNOWN 0x00020000 // we are a POW, but the player has discovered our location
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#define SOLDIER_MERC_POW_LOCATIONKNOWN 0x00020000 // we are a POW, but the player has discovered our location
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#define SOLDIER_SURGERY_BOOSTED 0x00040000 // we are a boosted performing surgery (e.g. by using up a blood bag)
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#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
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// ----------------------------------------------------------------
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@@ -1658,6 +1660,7 @@ public:
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void EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
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void EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
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void EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
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void EVENT_SoldierTakeBloodFromPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
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void EVENT_SoldierInteractiveAction( INT32 sGridNo, UINT16 usActionType ); // added by Flugente
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BOOLEAN EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
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@@ -1795,7 +1798,7 @@ public:
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BOOLEAN IsFeedingExternal(UINT8* pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT8* pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2);
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// Flugente: return first found object with a specific flag from our inventory
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OBJECTTYPE* GetObjectWithFlag( UINT32 aFlag );
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OBJECTTYPE* GetObjectWithFlag( UINT64 aFlag );
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// Flugente: functions for the covert ops trait
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@@ -1992,6 +1995,12 @@ public:
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void StopChatting();
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void DrugAutoUse();
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OBJECTTYPE* GetObjectWithItemFlag( UINT64 aFlag );
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void DestroyOneObjectWithItemFlag( UINT64 aFlag );
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// Flugente: can we fill a blood bag from this guy ?
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BOOLEAN IsValidBloodDonor();
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//////////////////////////////////////////////////////////////////////////////
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}; // SOLDIERTYPE;
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