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Little Alien
- Bug fix: STRAIGHT_RANGE was not initialized properly causing enemies become invisible Added changes from 2006-05-14 2 by Madd Mugsy - Added Lesh's Explosion data externalization code for exp. animations, sounds, etc. - Fixed some armor issues with ceramic plate-type attachments being attached to non-vest slots - Removed hard coded item indexes from sun goggle / night goggle swapping, now it picks the best possible goggles git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@71 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -951,7 +951,7 @@ INT32 EffectiveArmour( OBJECTTYPE * pObj )
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{
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INT32 iValue2;
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iValue2 = Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection;
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iValue2 = Armour[ Item[ pObj->usAttachItem[bPlate] ].ubClassIndex ].ubProtection;
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iValue2 = iValue2 * pObj->bAttachStatus[ bPlate ] / 100;
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iValue += iValue2;
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@@ -1015,12 +1015,12 @@ INT32 ExplosiveEffectiveArmour( OBJECTTYPE * pObj )
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iValue *= 3;
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}
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bPlate = FindAttachment( pObj, CERAMIC_PLATES );
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bPlate = FindFirstArmourAttachment( pObj );
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if ( bPlate != ITEM_NOT_FOUND )
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{
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INT32 iValue2;
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iValue2 = Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection;
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iValue2 = Armour[ Item[ pObj->usAttachItem[bPlate] ].ubClassIndex ].ubProtection;
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iValue2 = iValue2 * pObj->bAttachStatus[ bPlate ] / 100;
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iValue += iValue2;
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@@ -4064,8 +4064,8 @@ INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 u
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if (pArmour->usItem != NOTHING)
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{
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// check plates first
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if ( iSlot == VESTPOS )
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{
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//if ( iSlot == VESTPOS )
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//{
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// bPlatePos = FindAttachment( pArmour, CERAMIC_PLATES );
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bPlatePos = FindFirstArmourAttachment( pArmour);
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if (bPlatePos != -1)
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@@ -4087,7 +4087,8 @@ INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 u
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#endif
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}
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}
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}
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//}
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// if the plate didn't stop the bullet...
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if ( iImpact > iTotalProtection )
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