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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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@@ -6213,7 +6213,7 @@ void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if ( guiCurrentScreen == GAME_SCREEN )
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{
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// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
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IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemPointerSoldier->sX, gpItemPointerSoldier->sY, (INT16) (gpWorldLevelData[gpItemPointerSoldier->sGridNo].sHeight), gpItemPointerSoldier->sGridNo, gpItemDescObject->usItem, gpItemPointerSoldier->pathing.bLevel, gpItemPointerSoldier->ubDirection );
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IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemPointerSoldier->sX, gpItemPointerSoldier->sY, (INT16) (gpWorldLevelData[gpItemPointerSoldier->sGridNo].sHeight), gpItemPointerSoldier->sGridNo, gpItemDescObject->usItem, gpItemPointerSoldier->pathing.bLevel, gpItemPointerSoldier->ubDirection, gpItemDescObject );
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}
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else if ( (guiCurrentScreen == MAP_SCREEN) || (guiCurrentScreen == MSG_BOX_SCREEN) )
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{
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@@ -13272,7 +13272,7 @@ void TransformationMenuPopup_Arm( OBJECTTYPE* pObj )
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if ( screen == GAME_SCREEN )
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{
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// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
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IgniteExplosion( gpItemDescSoldier->ubID, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, pObj->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection );
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IgniteExplosion( gpItemDescSoldier->ubID, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, pObj->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection, pObj );
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}
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else
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{
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@@ -13411,7 +13411,7 @@ void BombInventoryMessageBoxCallBack( UINT8 ubExitValue )
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if ( screen == GAME_SCREEN )
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{
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// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
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IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection );
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IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection, gpItemDescObject );
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}
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else if ( (screen == MAP_SCREEN) || (screen == MSG_BOX_SCREEN) )
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{
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@@ -13581,7 +13581,7 @@ void BombInventoryDisArmMessageBoxCallBack( UINT8 ubExitValue )
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if ( screen == GAME_SCREEN )
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{
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// ignite explosions manually - this item is not in the WorldBombs-structure, so we can't add it to the queue
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IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection );
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IgniteExplosion( (*gpItemDescObject)[0]->data.misc.ubBombOwner - 2, gpItemDescSoldier->sX, gpItemDescSoldier->sY, (INT16) (gpWorldLevelData[gpItemDescSoldier->sGridNo].sHeight), gpItemDescSoldier->sGridNo, gpItemDescObject->usItem, gpItemDescSoldier->pathing.bLevel, gpItemDescSoldier->ubDirection, gpItemDescObject );
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}
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else if ( (screen == MAP_SCREEN) || (screen == MSG_BOX_SCREEN) )
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{
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