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ArtilleryStrike: supply GetArtilleryLaunchParams with launcher item and not just mortar shell, as it will check it's range later.
Add smoke after explosion: improved code. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8913 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -404,26 +404,19 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
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// sevenfm: add smoke effect, only for normal explosions
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if (gGameExternalOptions.bAddSmokeAfterExplosion &&
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!Water(sGridNo, bLevel))
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(bLevel == 0 || IsRoofPresentAtGridNo(sGridNo)) &&
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!Water(sGridNo, bLevel) &&
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GridNoOnVisibleWorldTile(sGridNo) &&
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Explosive[Item[usItem].ubClassIndex].ubType == 0 &&
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Item[usItem].usBuddyItem == 0 &&
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Explosive[Item[usItem].ubClassIndex].ubDamage > 20)
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{
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if (Explosive[Item[usItem].ubClassIndex].ubType == 0 &&
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Item[usItem].usBuddyItem == 0 &&
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Explosive[Item[usItem].ubClassIndex].ubDamage > 20)
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{
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NewSmokeEffect(sGridNo, SMOKE_GRENADE, bLevel, ubOwner, 0, 2, 1);
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}
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UINT16 usSmokeItem = SMOKE_GRENADE;
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if (HasItemFlag(usItem, JUMP_GRENADE))
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NewSmokeEffect(sGridNo, usSmokeItem, bLevel, ubOwner, 0, 1, 0);
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else
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NewSmokeEffect(sGridNo, usSmokeItem, bLevel, ubOwner, 0, 2, 1);
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}
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// sevenfm: add light for fire and signal effects
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/*if (gGameExternalOptions.bAddLightAfterExplosion &&
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((gubEnvLightValue >= NORMAL_LIGHTLEVEL_NIGHT - 3) || gbWorldSectorZ) &&
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(Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS || Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_SIGNAL_SMOKE) &&
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bLevel == 0 &&
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!Water(sGridNo, bLevel))
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{
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// add light
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NewLightEffect(sGridNo, (UINT8)Explosive[Item[usItem].ubClassIndex].ubDuration + Explosive[Item[usItem].ubClassIndex].ubRadius - Explosive[Item[usItem].ubClassIndex].ubStartRadius, (UINT8)Explosive[Item[usItem].ubClassIndex].ubRadius + 1);
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}*/
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}
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