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- Fix: When targetting a tank, mercs always aim for the 'head'. This results in misses if one changes the tank's JSD to a lower silhouette.
- Fix: crash during loading of a game, as a tanks animation required sounds which were missing due to vehicle list not yet bein initialised - Fix: soldier's damaged by a blast always receive at least 1 damage, even if damage calculation results in 0 - If vehicles destroy a wall, this can now bring down a building's roof git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8112 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-1
@@ -2050,7 +2050,10 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
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else if ( TANK( pSoldier ) )
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{
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// high up!
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ubPosType = HEAD_TARGET_POS;
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//ubPosType = HEAD_TARGET_POS;
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// Flugente: why would we try to hit the top of a vehicle? the middle is just fine (we would also miss on vehicles with a lower silhouette)
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ubPosType = TORSO_TARGET_POS;
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}
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ubHeight = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
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@@ -10485,7 +10485,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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{
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enemysidestrength += pSoldier->GetSurrenderStrength();
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if ( pSoldier->ubProfile != NO_PROFILE || pSoldier->ubSoldierClass == SOLDIER_CLASS_TANK )
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if ( pSoldier->ubProfile != NO_PROFILE || TANK(pSoldier) )
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fNoSurrender = TRUE;
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}
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}
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@@ -10497,7 +10497,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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{
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if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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// if a civilian is not neutral and on the enemy side, add his strength to the team
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// hostile civs with a profile cannot be captured, as stated above, the entire team cannot surrender
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if ( !pSoldier->aiData.bNeutral && pSoldier->bSide == 1 && zCivGroupName[pSoldier->ubCivilianGroup].fCanBeCaptured && pSoldier->ubProfile != NO_PROFILE )
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fNoSurrender = TRUE;
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@@ -10505,6 +10505,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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if ( !pSoldier->CanBeCaptured() )
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continue;
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// if a civilian is not neutral and on the enemy side, add his strength to the team
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enemysidestrength += pSoldier->GetSurrenderStrength( );
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}
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}
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@@ -20939,7 +20939,9 @@ void InternalPlaySoldierFootstepSound( SOLDIERTYPE * pSoldier )
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{
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bVolume = HIGHVOLUME;
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}
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PlaySoldierJA2Sample( pSoldier->ubID, pVehicleList[pSoldier->bVehicleID].iMoveSound, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
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if ( pVehicleList )
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PlaySoldierJA2Sample( pSoldier->ubID, pVehicleList[pSoldier->bVehicleID].iMoveSound, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
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}
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}
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@@ -1843,7 +1843,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
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}
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}
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sNewWoundAmt = max(1, sNewWoundAmt);
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sNewWoundAmt = max(0, sNewWoundAmt);
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}
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//////////////////////////////////////////////////////////////////////////////////////
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@@ -1906,8 +1906,10 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
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// max armour will be set by Player in .ini and checked before DamageStructure is called
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if ( ubReason == STRUCTURE_DAMAGE_VEHICLE_TRAUMA )
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{
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INT16 damage = 255;
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BOOLEAN recompile = FALSE;
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ExplosiveDamageGridNo( sGridNo, 255, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0 );
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ExplosiveDamageGridNo( sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0 );
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//Since the structure is being damaged, set the map element that a structure is damaged
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gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
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@@ -1917,6 +1919,20 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
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{
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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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// Flugente: if we destroyed a wall, the roof might get damaged too
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// recompile = TRUE means that we destroyed something
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if ( fWallHere && recompile )
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{
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// lets not make it that extreme
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damage = 100;
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HandleRoofDestruction( sGridNo, damage * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( NORTH ) ), damage * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( EAST ) ), damage * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( WEST ) ), damage * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( SOUTH ) ), damage * 0.75f );
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}
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}
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// Don't update damage HPs....
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