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UIHandleNewBadMerc: create soldier at interface level.
RemoveBlood: correctly remove blood on specified level. UpdateBloodGraphics: update rendering. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8792 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1220,6 +1220,15 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
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}
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}
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// sevenfm
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if(IS_MERC_BODY_TYPE(pSoldier))
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{
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if (gsInterfaceLevel)
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pSoldier->SetSoldierHeight(WALL_HEIGHT);
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else
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pSoldier->SetSoldierHeight(0);
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}
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = usMapPos;
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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@@ -143,7 +143,11 @@ UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
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void RemoveBlood( INT32 sGridNo, INT8 bLevel )
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{
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gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
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//gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
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if (bLevel > 0)
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(gpWorldLevelData[sGridNo].ubBloodInfo) &= ~(0xE0);
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else
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(gpWorldLevelData[sGridNo].ubBloodInfo) &= ~(0x1C);
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gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
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@@ -527,6 +531,10 @@ void UpdateBloodGraphics( INT32 sGridNo, INT8 bLevel )
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RemoveObject( sGridNo, usIndex );
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//ApplyMapChangesToMapTempFile( FALSE );
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// sevenfm: update rendering
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pMapElement->uiFlags |= MAPELEMENT_REDRAW;
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SetRenderFlags(RENDER_FLAG_FULL);
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}
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// OK, pick new one. based on strength and randomness
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