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New option ADD_LIGHT_AFTER_EXPLOSION (TRUE) - create light effect for fire and signal smoke effects.
NewSmokeEffect() now accepts new parameters: - ubDuration sets custom effect duration - ubRadius sets custom effect radius - ubGeneration allows creating smoke effect with defined generation git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8748 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -33,7 +33,7 @@ typedef struct TAG_SMOKE_EFFECT
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INT8 bType;
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UINT16 usItem;
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UINT8 ubOwner;
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UINT8 ubPadding;
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UINT8 ubGeneration;
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UINT32 uiTimeOfLastUpdate;
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INT8 iMPTeamIndex;
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INT32 iMPSmokeEffectID;
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@@ -56,13 +56,11 @@ void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT32 sGridNo, INT8
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void RemoveSmokeEffectFromTile( INT32 sGridNo, INT8 bLevel );
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INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOL fFromRemoteClient = 0 );
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INT32 NewSmokeEffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, BOOLEAN fFromRemoteClient = 0, UINT8 ubDuration = 0, UINT8 ubRadius = 0, UINT8 ubGeneration = 0);
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BOOLEAN SaveSmokeEffectsToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadSmokeEffectsFromLoadGameFile( HWFILE hFile );
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BOOLEAN SaveSmokeEffectsToMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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BOOLEAN LoadSmokeEffectsFromMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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