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Driveable vehicle Update: Externalized vehicle seats (by anv)
- externalised vehicle seats (TableData\Vehicles.xml) influence position of passenger, field of view, ability to shoot and being hidden, - seat can chosen by using ctrl+RMB on vehicle (ctrl + LMB just takes the first visible seat) - seats can be changed or swapped while inside vehicle, - remade JSD files for cars, - vehicles aren't transparent anymore, - vehicles are louder than people, depending how fast they move. see: http://www.bears-pit.com/board/ubbthreads.php/topics/332790/5.html git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7212 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -62,6 +62,7 @@
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#include "SkillMenu.h" // sevenfm: need this for TraitsMenu
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#include "Vehicles.h" // anv: for switching from soldier to vehicle
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#include "VehicleMenu.h"
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#endif
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@@ -1249,6 +1250,16 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
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break;
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}
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}
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// anv: CTRL+RMB - VehicleMenu
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else if(_KeyDown(CTRL))
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{
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switch( gCurrentUIMode )
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{
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case HANDCURSOR_MODE:
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HandleHandCursorRightClick( usMapPos, puiNewEvent );
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break;
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}
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}
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else
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{
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// Switch on UI mode
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@@ -1261,7 +1272,18 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
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case CONFIRM_MOVE_MODE:
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case MOVE_MODE:
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case TALKCURSOR_MODE:
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// anv: don't switch if passengers are blocked from attacking
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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{
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SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
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INT8 bSeatIndex = GetSeatIndexFromSoldier( pSoldier );
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if( gNewVehicle[ pVehicleList[ pSoldier->iVehicleId ].ubVehicleType ].VehicleSeats[bSeatIndex].fBlockedShots == TRUE )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pVehicleSeatsStrings[0] );
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break;
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}
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}
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// We have here a change to action mode
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*puiNewEvent = M_CHANGE_TO_ACTION;
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fClickIntercepted = TRUE;
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