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godmode reworked: reused existing mechanism in code = same functionality, less code changes, also when enabled GOD MODE text will now show up in left corner in red color, this was already there I just uncommented it
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9128 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5873,7 +5873,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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UINT8 ubCombinedLoss, ubVolume, ubReason;
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// SOLDIERTYPE * pNewSoldier;
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if (gfGodModeCheat && this->bTeam == OUR_TEAM)
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if (gTacticalStatus.uiFlags & GODMODE && this->bTeam == OUR_TEAM)
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{
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sDamage = 0;
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ubSpecial = FIRE_WEAPON_NO_SPECIAL;
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@@ -6722,7 +6722,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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// MAYBE CHANGE TO SPECIAL ANIMATION BASED ON VALUE SET BY DAMAGE CALCULATION CODE
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// ALL THESE ONLY WORK ON STANDING PEOPLE
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND && (!gfGodModeCheat || pSoldier->bTeam != OUR_TEAM))
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND && (!(gTacticalStatus.uiFlags & GODMODE) || pSoldier->bTeam != OUR_TEAM))
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{
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if ( gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND )
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{
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@@ -10322,7 +10322,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
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}
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}
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if (gfGodModeCheat && this->bTeam == OUR_TEAM)
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if (gTacticalStatus.uiFlags & GODMODE && this->bTeam == OUR_TEAM)
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{
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sLifeDeduct = 0;
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sBreathLoss = 0;
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