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New Feature: Bombs can now be armed from the inventory. This requires an attached detonator or remote detonator. (by Flugente)
- they can then be thrown, dropped or whatever else you can think of. - to arm/disarm a bomb, enter the Enhanced description box and click on the item's picture. - timed bombs will blow up once the time is up, wether they are in the sector or in your inventory. Remote bombs can be also detonated in your inventory. - see this thread for more info: http://www.bears-pit.com/board/ubbthreads.php/topics/305534.html#Post305534 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5327 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+17
-2
@@ -7656,7 +7656,6 @@ BOOLEAN ArmBomb( OBJECTTYPE * pObj, INT8 bSetting )
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return( FALSE );
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}
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// Flugente TODO determine correct frequency and detonate/defuse stuff
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// Flugente: decide how to interpret the bSetting we just got.
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// Due to limitations in the message system, we only receive a single value to interpret, as we currently can't have a message box return 2 values
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// It might be possible to have proper checkboxes, but I'll rather not research this right now.
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@@ -7669,7 +7668,7 @@ BOOLEAN ArmBomb( OBJECTTYPE * pObj, INT8 bSetting )
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// d) if we have a remote detonator plus a remote defuse: frequency on which the bomb will blow plus frequency to defuse: 1-16
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//
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// I we are placing tripwire, consider this:
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// e) if we palce tripwire: the tripwire network plus the hierachy in that network: 1-16
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// e) if we place tripwire: the tripwire network plus the hierachy in that network: 1-16
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//
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// It is clear that we only have to reinterpret the values if a defuse is equiped, or we are placing tripwire
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INT8 detonatesetting = bSetting;
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@@ -13860,3 +13859,19 @@ UINT64 GetAvailableAttachmentPoint (OBJECTTYPE * pObject, UINT8 subObject)
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return point;
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}
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// Flugente: check if and how a bomb has been set up
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void CheckBombSpecifics( OBJECTTYPE * pObj, INT8* detonatortype, INT8* setting, INT8* defusefrequency )
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{
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if ( pObj && pObj->exists() )
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{
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*detonatortype = (*pObj)[0]->data.misc.bDetonatorType;
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if ( *detonatortype == BOMB_TIMED )
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*setting = (*pObj)[0]->data.misc.bDelay;
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else
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*setting = (*pObj)[0]->data.misc.bFrequency;
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*defusefrequency = (*pObj)[0]->data.bDefuseFrequency;
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}
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}
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