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upon decapitating or gutting, a knife may take damage
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5952 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4948,15 +4948,21 @@ void CorpseMessageBoxCallBack( UINT8 ubExitValue )
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INT16 sAPCost = CalcTotalAPsToAttack( gpTempSoldier, nextGridNoinSight, FALSE, gpTempSoldier->aiData.bAimTime );
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BOOLEAN fDamageKnife = FALSE;
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switch (ubExitValue)
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{
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case 1:
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DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level );
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DeductPoints( gpTempSoldier, sAPCost, 0 );
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if ( DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level ) )
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fDamageKnife = TRUE;
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DeductPoints( gpTempSoldier, sAPCost, 0 );
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break;
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case 2:
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GutCorpse( gpTempSoldier, nextGridNoinSight, level );
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DeductPoints( gpTempSoldier, sAPCost, 0 );
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if ( GutCorpse( gpTempSoldier, nextGridNoinSight, level ) )
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fDamageKnife = TRUE;
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DeductPoints( gpTempSoldier, sAPCost, 0 );
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break;
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case 3:
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StripCorpse( gpTempSoldier, nextGridNoinSight, level );
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@@ -4969,6 +4975,20 @@ void CorpseMessageBoxCallBack( UINT8 ubExitValue )
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default:
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break;
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}
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// 35% chance to damage our knife a bit
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if ( fDamageKnife && Chance(35) )
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{
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if ( Item[ gpTempSoldier->inv[HANDPOS].usItem ].usItemClass & IC_BLADE )
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{
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gpTempSoldier->inv[HANDPOS][0]->data.objectStatus--;
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if ( Random(100) < Item[ gpTempSoldier->inv[HANDPOS].usItem ].usDamageChance )
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{
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gpTempSoldier->inv[HANDPOS][0]->data.sRepairThreshold--;
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}
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}
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}
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}
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}
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@@ -1811,7 +1811,7 @@ ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo, INT8 bLevel )
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}
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void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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BOOLEAN DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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{
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ROTTING_CORPSE *pCorpse;
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ROTTING_CORPSE_DEFINITION CorpseDef;
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@@ -1821,9 +1821,7 @@ void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
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if ( pCorpse == NULL )
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{
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return;
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}
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return FALSE;
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if ( IsValidDecapitationCorpse( pCorpse ) )
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{
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@@ -1894,12 +1892,16 @@ void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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// All teams lok for this...
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NotifySoldiersToLookforItems( );
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return TRUE;
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_HEAD_ITEM] );
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_DECAPITATION] );
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return FALSE;
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}
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// Flugente: can this corpse be gutted?
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@@ -1912,12 +1914,12 @@ BOOLEAN IsValidGutCorpse( ROTTING_CORPSE *pCorpse )
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}
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// Flugente: gut a corpse
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void GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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BOOLEAN GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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{
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ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
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if ( pCorpse == NULL )
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return;
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return FALSE;
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// can this thing be gutted?
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if ( IsValidGutCorpse( pCorpse ) )
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@@ -1947,12 +1949,16 @@ void GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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// All teams lok for this...
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NotifySoldiersToLookforItems( );
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return TRUE;
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_MEAT_ITEM] );
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_GUTTING] );
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return FALSE;
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}
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// Flugente: can clothes be taken off of this corpse?
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@@ -1966,12 +1972,12 @@ BOOLEAN IsValidStripCorpse( ROTTING_CORPSE *pCorpse )
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// Flugente: take the clothes off a corpse
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void StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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BOOLEAN StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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{
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ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
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if ( pCorpse == NULL || !pSoldier )
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return;
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return FALSE;
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// can this thing be stripped?
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if ( IsValidStripCorpse( pCorpse ) )
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@@ -2005,9 +2011,13 @@ void StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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// we took the clothes, mark this
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pCorpse->def.usFlags |= (ROTTING_CORPSE_NO_VEST|ROTTING_CORPSE_NO_PANTS);
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return TRUE;
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_CLOTHESFOUND] );
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return FALSE;
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}
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// Flugente: can this corpse be carried?
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@@ -2020,12 +2030,12 @@ BOOLEAN IsValidTakeCorpse( ROTTING_CORPSE *pCorpse )
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}
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// Flugente: take a corpse into your hand, thereby removing it from the field
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void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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{
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ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
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if ( pCorpse == NULL || !pSoldier )
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return;
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return FALSE;
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// can this corpse be picked up?
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if ( IsValidTakeCorpse( pCorpse ) )
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@@ -2175,6 +2185,8 @@ void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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RemoveCorpse( pCorpse->iID );
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}
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}
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return TRUE;
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_FREEHAND] );
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@@ -2184,6 +2196,8 @@ void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
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}
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_TAKING] );
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return FALSE;
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}
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// Flugente: create a corpse from an object and place it in the world
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@@ -199,15 +199,15 @@ extern UINT8 gb4DirectionsFrom8[8];
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ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo , INT8 bLevel );
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BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse );
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void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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BOOLEAN DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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// Flugente: actions for the covert opts trait
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BOOLEAN IsValidGutCorpse( ROTTING_CORPSE *pCorpse );
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void GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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BOOLEAN GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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BOOLEAN IsValidStripCorpse( ROTTING_CORPSE *pCorpse );
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void StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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BOOLEAN StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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BOOLEAN IsValidTakeCorpse( ROTTING_CORPSE *pCorpse );
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void TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel );
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BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel );
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