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- 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
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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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