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- Tank have superior surrender strength, making it much harder to get the enemy to surrender when he has tanks
Overheating: - OVERHEATING_DISPLAY_JAMPERCENTAGE controls wether the temperature bar shows temperature/jam threshold(true) or temperature/damage threshold (false) - OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER is obsolete and this removed, as the same effect can be achieved by OVERHEATING_TEMPERATURE_PISTOL_gunclass git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6531 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3918,7 +3918,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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if ( pSoldier )
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pObjShown = pSoldier->GetUsedWeapon(pObject);
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FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObjShown );
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FLOAT overheatjampercentage = GetGunOverheatDisplayPercentage( pObjShown );
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UINT32 red, green, blue;
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UINT8 TemperatureStringNum = GetTemperatureString( overheatjampercentage, &red, &green, &blue );
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@@ -6750,7 +6750,8 @@ void RenderItemDescriptionBox( )
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iter != (*gpItemDescObject)[gubItemDescStatusIndex]->attachments.end(); ++iter, ++cnt) {
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//Madd: again, only do this if the slot isn't hidden
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if( iter->exists() && gItemDescAttachmentsXY[cnt].sHeight > 0 && gItemDescAttachmentsXY[cnt].sWidth > 0 ){
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if( iter->exists() && gItemDescAttachmentsXY[cnt].sHeight > 0 && gItemDescAttachmentsXY[cnt].sWidth > 0 )
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{
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sCenX = gsInvDescX + gItemDescAttachmentsXY[cnt].sX;
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sCenY = gsInvDescY + gItemDescAttachmentsXY[cnt].sY;
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INVRenderItem( guiSAVEBUFFER, NULL, gpItemDescObject, sCenX, sCenY, gItemDescAttachmentsXY[cnt].sWidth, gItemDescAttachmentsXY[cnt].sHeight, DIRTYLEVEL2, NULL, (UINT8)(RENDER_ITEM_ATTACHMENT1 + cnt), FALSE, 0, gubItemDescStatusIndex );
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@@ -6759,9 +6760,9 @@ void RenderItemDescriptionBox( )
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DrawItemUIBarEx( gpItemDescObject, (UINT8)(DRAW_ITEM_STATUS_ATTACHMENT1 + cnt), sCenX, sCenY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER, gubItemDescStatusIndex );
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// Flugente: overheating
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if ( gGameExternalOptions.fWeaponOverheating && ( Item[ (iter)->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER) || Item[ (iter)->usItem ].barrel == TRUE) ) // Flugente FTW 1.1
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if ( gGameExternalOptions.fWeaponOverheating && ( Item[ (iter)->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER) || Item[ (iter)->usItem ].barrel == TRUE) ) // Flugente
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{
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FLOAT overheatjampercentage = GetGunOverheatJamPercentage( &(*iter));
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FLOAT overheatjampercentage = GetGunOverheatDisplayPercentage( &(*iter));
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UINT32 red, green, blue;
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UINT8 TemperatureStringNum = GetTemperatureString( overheatjampercentage, &red, &green, &blue );
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@@ -6940,7 +6941,7 @@ void RenderItemDescriptionBox( )
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// Record length
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INT16 indent = StringPixLength( gTemperatureDesc[0], ITEMDESC_FONT );
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FLOAT overheatjampercentage = GetGunOverheatJamPercentage( gpItemDescObject);
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FLOAT overheatjampercentage = GetGunOverheatDisplayPercentage( gpItemDescObject);
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UINT32 red, green, blue;
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UINT8 TemperatureStringNum = GetTemperatureString( overheatjampercentage, &red, &green, &blue );
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