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Deleted Feature: The poison feature has been made obsolete by the disease feature and has been removed.
GameDir >= r2245 is recommended. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7870 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -29,13 +29,6 @@
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#define BLEEDING_BAR_SHADOW FROMRGB( 128, 128, 60 )
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#define BLEEDING_BAR FROMRGB( 240, 240, 20 )
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#define POISON_LIFE_BAR_SHADOW FROMRGB( 12, 108, 12 )
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#define POISON_LIFE_BAR FROMRGB( 0, 200, 0 )
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#define POISON_BANDAGE_BAR_SHADOW FROMRGB( 80, 186, 80 )
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#define POISON_BANDAGE_BAR FROMRGB( 152, 252, 152 )
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#define POISON_BLEEDING_BAR_SHADOW FROMRGB( 128, 60, 128 )
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#define POISON_BLEEDING_BAR FROMRGB( 240, 20, 240 )
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#define CURR_BREATH_BAR_SHADOW FROMRGB( 17, 24, 170 ) // the lt blue current breath
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#define CURR_BREATH_BAR FROMRGB( 46, 51, 243 )
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#define CURR_MAX_BREATH FROMRGB( 0, 0, 0 ) // the current max breath, black
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@@ -183,24 +176,7 @@ void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWi
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usLineColor = Get16BPPColor( LIFE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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// poisoned life first
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if ( pSoldier->bPoisonLife )
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{
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dPercentage = (FLOAT)pSoldier->bPoisonLife / (FLOAT)100;
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FLOAT dpoisonStart = (FLOAT)( dstart1 );
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FLOAT dpoisonEnd = dPercentage * sHeight;
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usLineColor = Get16BPPColor( POISON_LIFE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dpoisonStart, sXPos, (INT32)( dpoisonStart - dpoisonEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( POISON_LIFE_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dpoisonStart, sXPos + 1, (INT32)( dpoisonStart - dpoisonEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( POISON_LIFE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dpoisonStart, sXPos + 2, (INT32)( dpoisonStart - dpoisonEnd ), usLineColor, pDestBuf );
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}
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// NOW DO BANDAGE
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// Calculate bandage
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@@ -223,24 +199,6 @@ void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWi
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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// get amount of poisoned bandage
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INT8 bPoisonBandage = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
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if ( bPoisonBandage )
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{
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dPercentage = (FLOAT)bPoisonBandage / (FLOAT)100;
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FLOAT dpoisonStart = (FLOAT)( dstart2 );
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FLOAT dpoisonEnd = dPercentage * sHeight;
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usLineColor = Get16BPPColor( POISON_BANDAGE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dpoisonStart, sXPos, (INT32)( dpoisonStart - dpoisonEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( POISON_BANDAGE_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dpoisonStart, sXPos + 1, (INT32)( dpoisonStart - dpoisonEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( POISON_BANDAGE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dpoisonStart, sXPos + 2, (INT32)( dpoisonStart - dpoisonEnd ), usLineColor, pDestBuf );
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}
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// NOW DO BLEEDING
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FLOAT dstart3 = dStart - dEnd;
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if ( pSoldier->bBleeding )
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@@ -259,23 +217,6 @@ void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWi
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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// poisoned bleeding
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if ( pSoldier->bPoisonBleeding )
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{
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dPercentage = (FLOAT)pSoldier->bPoisonBleeding / (FLOAT)100;
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FLOAT dpoisonStart = (FLOAT)( dstart3 );
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FLOAT dpoisonEnd = dPercentage * sHeight;
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usLineColor = Get16BPPColor( POISON_BLEEDING_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dpoisonStart, sXPos, (INT32)( dpoisonStart - dpoisonEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( POISON_BLEEDING_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dpoisonStart, sXPos + 1, (INT32)( dpoisonStart - dpoisonEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( POISON_BLEEDING_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dpoisonStart, sXPos + 2, (INT32)( dpoisonStart - dpoisonEnd ), usLineColor, pDestBuf );
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}
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UnLockVideoSurface( uiBuffer );
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}
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