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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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@@ -2160,7 +2160,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ExpControl pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags );
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// a gas effect, take damage directly...
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pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, 0, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
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pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
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if (is_networked && is_client)
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{
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@@ -2635,7 +2635,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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break;
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}
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// a gas effect, take damage directly...
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pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, 0, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
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pSoldier->SoldierTakeDamage( ANIM_STAND, sWoundAmt, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
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if ( pSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) );
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@@ -5675,7 +5675,7 @@ void SoldierDropThroughRoof( SOLDIERTYPE* pSoldier, INT32 sGridNo )
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// take damage
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UINT32 damage = 15 + Random( 5 ) + Random( 23 );
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pSoldier->SoldierTakeDamage( ANIM_CROUCH, damage, 0, damage * 100, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
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pSoldier->SoldierTakeDamage( ANIM_CROUCH, damage, damage * 100, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
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}
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gridnoarmourvector GetConnectedRoofGridnoArmours( INT32 sGridNo )
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@@ -5913,7 +5913,7 @@ void RoofDestruction( INT32 sGridNo )
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// take damage
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UINT32 damage = 10 + Random( 3 ) + Random( 10 );
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pSoldier->SoldierTakeDamage( ANIM_CROUCH, damage, 0, damage * 100, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
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pSoldier->SoldierTakeDamage( ANIM_CROUCH, damage, damage * 100, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
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}
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// if there is a person here, drop them to the ground...
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@@ -694,53 +694,30 @@ void RenderTacticalPlacementGUI()
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BltVideoObjectFromIndex( FRAME_BUFFER, giMercPanelImage, 0, xp, yp, VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObjectFromIndex( FRAME_BUFFER, gMercPlacement[ i ].uiVObjectID, 0, xp+2, yp+2, VO_BLT_SRCTRANSPARENCY, NULL );
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//HEALTH BAR
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if( !pSoldier->stats.bLife )
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continue;
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//yellow one for bleeding
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iStartY = yp + 29 - 27*pSoldier->stats.bLifeMax/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+36, iStartY, xp+37, yp+29, Get16BPPColor( FROMRGB( 107, 107, 57 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+37, iStartY, xp+38, yp+29, Get16BPPColor( FROMRGB( 222, 181, 115 ) ) );
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// poisoned bleeding in purple
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if ( pSoldier->bPoisonBleeding )
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{
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iStartY = yp + 29 - 27*(pSoldier->stats.bLifeMax - pSoldier->bBleeding + pSoldier->bPoisonBleeding)/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+36, iStartY, xp+37, yp+29, Get16BPPColor( FROMRGB( 107, 57, 107 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+37, iStartY, xp+38, yp+29, Get16BPPColor( FROMRGB( 222, 115, 181 ) ) );
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}
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//pink one for bandaged.
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iStartY = yp + 29 - 27*(pSoldier->stats.bLifeMax - pSoldier->bBleeding)/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+36, iStartY, xp+37, yp+29, Get16BPPColor( FROMRGB( 156, 57, 57 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+37, iStartY, xp+38, yp+29, Get16BPPColor( FROMRGB( 222, 132, 132 ) ) );
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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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// poisoned bandage in bright green
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iStartY = yp + 29 - 27*(pSoldier->stats.bLife + bPoisonBandage)/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+36, iStartY, xp+37, yp+29, Get16BPPColor( FROMRGB( 57, 156, 57 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+37, iStartY, xp+38, yp+29, Get16BPPColor( FROMRGB( 132, 222, 132 ) ) );
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}
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//red one for actual health
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iStartY = yp + 29 - 27*pSoldier->stats.bLife/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+36, iStartY, xp+37, yp+29, Get16BPPColor( FROMRGB( 107, 8, 8 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+37, iStartY, xp+38, yp+29, Get16BPPColor( FROMRGB( 206, 0, 0 ) ) );
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// poisoned life
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if ( pSoldier->bPoisonLife )
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{
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iStartY = yp + 29 - 27*pSoldier->bPoisonLife/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+36, iStartY, xp+37, yp+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+37, iStartY, xp+38, yp+29, Get16BPPColor( FROMRGB( 0, 206, 0 ) ) );
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}
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//BREATH BAR
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iStartY = yp + 29 - 27*pSoldier->bBreathMax/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+39, iStartY, xp+40, yp+29, Get16BPPColor( FROMRGB( 8, 8, 132 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+40, iStartY, xp+41, yp+29, Get16BPPColor( FROMRGB( 8, 8, 107 ) ) );
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//MORALE BAR
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iStartY = yp + 29 - 27*pSoldier->aiData.bMorale/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, xp+42, iStartY, xp+43, yp+29, Get16BPPColor( FROMRGB( 8, 156, 8 ) ) );
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@@ -1914,7 +1914,7 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
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// handle structure revenge - damage to vehicle
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if ( ubOwner != NOBODY && MercPtrs[ubOwner] && !TANK( MercPtrs[ubOwner] ) )
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{
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MercPtrs[ ubOwner ]->SoldierTakeDamage( 0, Random(max(0,(ubBaseArmour-10)/5))+max(0,(ubBaseArmour-10)/5), 0, 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, MercPtrs[ ubOwner ]->sGridNo, 0, TRUE );
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MercPtrs[ ubOwner ]->SoldierTakeDamage( 0, Random(max(0,(ubBaseArmour-10)/5))+max(0,(ubBaseArmour-10)/5), 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, MercPtrs[ ubOwner ]->sGridNo, 0, TRUE );
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}
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}
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