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synced 2026-07-22 13:40:22 +02:00
- Fix: negative values for ExplosionSoundID or AltExplosionSoundID in ExplosionData.xml cause a game crash, even though negative values are intended
- armed vehicles always get the 'mounted' bonus for their guns - removed unused code - increased ASD starting resources git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8115 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -100,11 +100,11 @@ std::vector<ENEMY_HELI> gEnemyHeliVector;
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void InitASD( )
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{
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gASDResource[ASD_MONEY] = 100000;
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gASDResource[ASD_MONEY] = 200000;
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gASDResource[ASD_FUEL] = 0;
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gASDResource[ASD_HELI] = 0;
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gASDResource[ASD_JEEP] = 2;
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gASDResource[ASD_TANK] = 0;
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gASDResource[ASD_TANK] = 2;
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gASDResource_Ordered[ASD_MONEY] = 0;
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gASDResource_Ordered[ASD_FUEL] = 0;
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@@ -1155,13 +1155,7 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
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{
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return( GAME_SCREEN );
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}
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// Flugente hack
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/*if ( Water(usMapPos) )
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pSoldier = TacticalCreateEnemyBoat( );
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else
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pSoldier = TacticalCreateEnemyJeep( );*/
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usRandom = (UINT16)Random( 20 );
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if( usRandom < 5 )
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pSoldier = TacticalCreateAdministrator();
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@@ -14307,6 +14307,10 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
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if ( TileIsOutOfBounds( this->sGridNo ) )
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return(FALSE);
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// if we are a combat vehicle, our guns are always mounted
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if ( ARMED_VEHICLE( this ) )
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return TRUE;
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// anv: passengers who can shoot can rest their guns
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if ( this->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER) )
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{
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@@ -3170,44 +3170,6 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( )
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return(pSoldier);
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}
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//USED BY STRATEGIC AI and AUTORESOLVE
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// should to be succeeded by TacticalCreateArmyTroop/EliteEnemy and AddSoldierToVehicle
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SOLDIERTYPE* TacticalCreateJeep()
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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SOLDIERTYPE * pSoldier;
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SOLDIERTYPE * pDriver;
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if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
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{
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pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_ELITE );
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if( pSoldier ) return pSoldier;
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}
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memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
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RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_ELITE );
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RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_ELITE );
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bp.bTeam = CIV_TEAM;
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bp.bOrders = STATIONARY;
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bp.bAttitude = (INT8) Random( MAXATTITUDES );
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bp.ubBodyType = JEEP;
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bp.ubSoldierClass = SOLDIER_CLASS_NONE;
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CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
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pp.ubProfile = 199;
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pSoldier = TacticalCreateSoldier( &pp, &ubID );
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if ( pSoldier )
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{
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// send soldier to centre of map, roughly
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pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
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pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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}
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return( pSoldier );
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}
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//USED BY STRATEGIC AI and AUTORESOLVE
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SOLDIERTYPE* TacticalCreateZombie()
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{
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@@ -444,7 +444,6 @@ SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass, INT16 sX, INT16 sY );
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SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
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SOLDIERTYPE* TacticalCreateEnemyTank();
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SOLDIERTYPE* TacticalCreateEnemyJeep( );
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SOLDIERTYPE* TacticalCreateJeep();
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// Flugente: create an armed civilian
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SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass = SOLDIER_CLASS_ARMY );
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+1
-13
@@ -9681,19 +9681,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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{
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ApplyDrugs_New( pTarget, ammoitem, 100 );
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}
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/*// Flugente: ammo can now add the lifedamage drug effect. This will kill the target in a few turns.
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// this is intended to work on darts, but it is possible on any ammo
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if ( AmmoTypes[ubAmmoType].ammoflag & AMMO_NEUROTOXIN )
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{
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pTarget->usSoldierFlagMask |= SOLDIER_DRUGGED;
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ApplyDrugs_New( pTarget, ammoitem, 100 );
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// Add lifedamage effects
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pTarget->AddDrugValues( DRUG_TYPE_LIFEDAMAGE, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugEffect, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugTravelRate, Drug[DRUG_TYPE_LIFEDAMAGE].ubDrugSideEffect );
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}
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else */
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if ( AmmoTypes[ubAmmoType].dart && sHitBy > 20 )
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{
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if (pubSpecial)
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@@ -483,7 +483,7 @@ void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion )
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UINT16 usItem;
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UINT8 ubTerrainType;
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INT8 bLevel;
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UINT32 uiSoundID;
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INT32 sSoundID;
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ANITILE_PARAMS AniParams;
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@@ -568,36 +568,30 @@ void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion )
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{
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pExplosion->iLightID = LightSpriteCreate("FLSHBANG.LHT", 0 );
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}
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else
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// generic light
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// DO ONLY IF WE'RE AT A GOOD LEVEL
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if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
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{
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pExplosion->iLightID = LightSpriteCreate("L-R04.LHT", 0 );
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}
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// generic light
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// DO ONLY IF WE'RE AT A GOOD LEVEL
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else if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
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{
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pExplosion->iLightID = LightSpriteCreate("L-R04.LHT", 0 );
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}
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if( pExplosion->iLightID != -1 )
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{
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LightSpritePower ( pExplosion->iLightID, TRUE );
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LightSpriteRoofStatus( pExplosion->iLightID, pExplosion->Params.bLevel );
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LightSpritePosition ( pExplosion->iLightID, (INT16)(sX/CELL_X_SIZE), (INT16)(sY/CELL_Y_SIZE) );
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}
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if( pExplosion->iLightID != -1 )
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{
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LightSpritePower ( pExplosion->iLightID, TRUE );
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LightSpriteRoofStatus( pExplosion->iLightID, pExplosion->Params.bLevel );
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LightSpritePosition ( pExplosion->iLightID, (INT16)(sX/CELL_X_SIZE), (INT16)(sY/CELL_Y_SIZE) );
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}
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// Lesh: sound randomization
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uiSoundID = gExpAniData[ ubTypeID ].uiExplosionSoundID;
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// Lesh: sound randomization
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sSoundID = gExpAniData[ubTypeID].sExplosionSoundID;
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if ( gExpAniData[ ubTypeID ].uiAltExplosionSoundID != NO_ALT_SOUND )
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{
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// Randomize
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if ( Random( 2 ) == 0 )
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{
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uiSoundID = gExpAniData[ ubTypeID ].uiAltExplosionSoundID;
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}
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}
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// Lesh: sound randomization ends
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PlayJA2Sample( uiSoundID, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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// Randomize
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if ( gExpAniData[ubTypeID].sAltExplosionSoundID > NO_ALT_SOUND && (Random( 2 ) || sSoundID < 0) )
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sSoundID = gExpAniData[ubTypeID].sAltExplosionSoundID;
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// Lesh: sound randomization ends
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if ( sSoundID > NO_ALT_SOUND )
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PlayJA2Sample( sSoundID, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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}
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@@ -1632,8 +1626,9 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
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sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +15%
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}
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}
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// adjust damage resistance of TANKS
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if ( ARMED_VEHICLE( pSoldier ) && gGameOptions.fNewTraitSystem )
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if ( TANK( pSoldier ) && gGameOptions.fNewTraitSystem )
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{
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sNewWoundAmt = (INT16)(sNewWoundAmt * (100 - gSkillTraitValues.bTanksDamageResistanceModifier) / 100);
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// another half of this for ordinary grenades
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@@ -70,8 +70,8 @@ typedef struct
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{
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UINT8 ubTransKeyFrame;
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UINT8 ubDamageKeyFrame;
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UINT32 uiExplosionSoundID;
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UINT32 uiAltExplosionSoundID;
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INT32 sExplosionSoundID;
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INT32 sAltExplosionSoundID;
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CHAR8 zBlastFilename[MAX_BLAST_FILENAME_LEN];
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CHAR8 sBlastSpeed;
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} EXPLOSION_DATA;
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@@ -119,12 +119,12 @@ explosionDataEndElementHandle(void *userData, const XML_Char *name)
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else if(strcmp(name, "ExplosionSoundID") == 0)
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{
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pData->curElement = ELEMENT;
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pData->expData.uiExplosionSoundID = (UINT32) strtoul(pData->szCharData, NULL, 0);
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pData->expData.sExplosionSoundID = (INT32) strtoul(pData->szCharData, NULL, 0);
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}
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else if(strcmp(name, "AltExplosionSoundID") == 0)
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{
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pData->curElement = ELEMENT;
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pData->expData.uiAltExplosionSoundID = (UINT32) strtoul(pData->szCharData, NULL, 0);
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pData->expData.sAltExplosionSoundID = (INT32)strtoul( pData->szCharData, NULL, 0 );
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}
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else if(strcmp(name, "BlastFilename") == 0)
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{
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@@ -230,8 +230,8 @@ BOOLEAN WriteExplosionDataStats()
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FilePrintf(hFile,"\t\t<TransKeyFrame>%d</TransKeyFrame>\r\n", gExpAniData[cnt].ubTransKeyFrame);
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FilePrintf(hFile,"\t\t<DamageKeyFrame>%d</DamageKeyFrame>\r\n", gExpAniData[cnt].ubDamageKeyFrame);
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FilePrintf(hFile,"\t\t<ExplosionSoundID>%d</ExplosionSoundID>\r\n", gExpAniData[cnt].uiExplosionSoundID);
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FilePrintf(hFile,"\t\t<AltExplosionSoundID>%d</AltExplosionSoundID>\r\n", gExpAniData[cnt].uiAltExplosionSoundID);
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FilePrintf(hFile,"\t\t<ExplosionSoundID>%d</ExplosionSoundID>\r\n", gExpAniData[cnt].sExplosionSoundID );
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FilePrintf(hFile,"\t\t<AltExplosionSoundID>%d</AltExplosionSoundID>\r\n", gExpAniData[cnt].sAltExplosionSoundID );
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FilePrintf(hFile,"\t\t<BlastFilename>%s</BlastFilename>\r\n", gExpAniData[cnt].zBlastFilename);
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FilePrintf(hFile,"\t\t<BlastSpeed>%d</BlastSpeed>\r\n", gExpAniData[cnt].sBlastSpeed);
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