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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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@@ -900,7 +900,6 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->bAIScheduleProgress = src.bAIScheduleProgress;
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this->sOffWorldGridNo = src.sOffWorldGridNo;
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this->pAniTile = src.pAniTile;
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this->bCamo = src.bCamo;
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this->sAbsoluteFinalDestination = src.sAbsoluteFinalDestination;
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this->ubHiResDirection = src.ubHiResDirection;
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this->ubHiResDesiredDirection = src.ubHiResDesiredDirection;
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@@ -997,16 +996,18 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->lastFlankSpot = src.lastFlankSpot;
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this->sniper = src.sniper;
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this->origDir = src.origDir;
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this->wornCamo = src.wornCamo;
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this->urbanCamo = src.urbanCamo; // Madd: new camo types
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this->wornUrbanCamo = src.wornUrbanCamo;
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this->bCamo = __min( gGameExternalOptions.bCamoKitArea, src.bCamo);
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this->wornCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornCamo );
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this->desertCamo = src.desertCamo;
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this->wornDesertCamo = src.wornDesertCamo;
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this->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, src.urbanCamo); // Madd: new camo types
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this->wornUrbanCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornUrbanCamo );
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this->snowCamo = src.snowCamo;
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this->wornSnowCamo = src.wornSnowCamo;
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this->desertCamo = __min( gGameExternalOptions.bCamoKitArea, src.desertCamo);
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this->wornDesertCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornDesertCamo );
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this->snowCamo = __min( gGameExternalOptions.bCamoKitArea, src.snowCamo);
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this->wornSnowCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornSnowCamo );
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this->bScopeMode = USE_BEST_SCOPE;
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