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- New camo handling:
Camo Kits can now only be used to paint naked skin which usually means face and hands. Clothing will take care of the rest Together they can reach 100% camo. CAMO_KIT_USABLE_AREA = 5 in Ja2_Options.ini sets the area that can be painted. CAMO_LBE_OVER_VEST_MODIFIER = 0.2 CAMO_LBE_OVER_PANTS_MODIFIER = 0.6 These two set the amount of camo that armor vest/pants can provide if LBE is worn over them. http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327902/Re_Code_Snippets.html#Post327902 - New Mine avoidance for civilians (by Sevenfm) Civilians can now avoid player placed mines. CIVILIANS_AVOID_PLAYER_MINES = TRUE in Ja2_Options.INI takes care of that. I set the default to TRUE which will allow players to use mine fields in city sectors. http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327817/Re_Code_Snippets.html#Post327817 - Smoke effects and explosive attachments (by Sevenfm) Normal explosions can now cause a smoke effect. Explosives can be attached to other exlosives to create a more potent bundle. Ja2_Options.INI has some new options for that: ADD_SMOKE_AFTER_EXPLOSION = FALSE ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327918/Re_Code_Snippets.html#Post327918 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6582 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1835,7 +1835,7 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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if ( iResult < -20 && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
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{
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// OOPS! ... BOOM!
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IgniteExplosion( NOBODY, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pSoldier->inv[ HANDPOS ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
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IgniteExplosion( NOBODY, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pSoldier->inv[ HANDPOS ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ HANDPOS ] );
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pSoldier->inv[ HANDPOS ].MoveThisObjectTo(gTempObject, 1);
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}
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}
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@@ -5019,7 +5019,7 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
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if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
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{
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// OOPS! ... BOOM!
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IgniteExplosion( NOBODY, gpTempSoldier->sX, gpTempSoldier->sY, (INT16) (gpWorldLevelData[gpTempSoldier->sGridNo].sHeight), gpTempSoldier->sGridNo, gpTempSoldier->inv[ HANDPOS ].usItem, gpTempSoldier->pathing.bLevel, gpTempSoldier->ubDirection );
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IgniteExplosion( NOBODY, gpTempSoldier->sX, gpTempSoldier->sY, (INT16) (gpWorldLevelData[gpTempSoldier->sGridNo].sHeight), gpTempSoldier->sGridNo, gpTempSoldier->inv[ HANDPOS ].usItem, gpTempSoldier->pathing.bLevel, gpTempSoldier->ubDirection, &gpTempSoldier->inv[ HANDPOS ] );
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}
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return;
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@@ -5774,7 +5774,9 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
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*/
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}
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if (pSoldier->bSide == 0)
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// sevenfm
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// pSoldier->aiData.bNeutral is needed to prevent neutral civs stepping on player's mines
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if (pSoldier->bSide == 0 || (pSoldier->aiData.bNeutral && gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines))
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{
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fCheckFlag = MAPELEMENT_PLAYER_MINE_PRESENT;
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}
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@@ -5815,7 +5817,15 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f
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if (pMapElement->uiFlags & fCheckFlag)
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{
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// already know there's a mine there
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continue;
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// sevenfm
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// if we try to step on known (planted by player) mine we should consider it wrong
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if(!fCheckAroundGridNo)
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{
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*psProblemGridNo = sNextGridNo;
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return( TRUE );
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}else{
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continue;
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}
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}
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// check for boobytraps
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