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Update (by anv):
- fix: data read from Data/AdditionalProperties, - new tag: <bTrapBonus> + updated data for tiles, trap level influenced by terrain, - new feature/option: COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7016 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1826,6 +1826,14 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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if ( pSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) )
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pSoldier->inv[ HANDPOS ][0]->data.bTrap++;
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// anv: additional tile properties - modify trap level depending on its placement
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if(gGameExternalOptions.fAdditionalTileProperties && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
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{
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ADDITIONAL_TILE_PROPERTIES_VALUES zAllTileValues = GetAllAdditonalTilePropertiesForGrid( sGridNo, pSoldier->pathing.bLevel );
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pSoldier->inv[ HANDPOS ][0]->data.bTrap += zAllTileValues.bTrapBonus;
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}
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pSoldier->inv[ HANDPOS ][0]->data.bTrap = __max( 0, pSoldier->inv[ HANDPOS ][0]->data.bTrap );
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pSoldier->inv[ HANDPOS ][0]->data.misc.ubBombOwner = pSoldier->ubID + 2;
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// Flugente: determine the direction we are looking at and apply that direction to our explosive
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@@ -5765,6 +5773,7 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
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BOOLEAN fMining, fFoundMetal = FALSE;
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// ITEM_POOL * pItemPool;
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UINT8 ubMovementCost;
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INT8 bTrapBonus = 0;
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ubDetectLevel = 0;
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