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-added explosive ammo code from Callahan
-disabled tracer light effects on rooftops, since lights don't work on roofs yet git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@303 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3478,7 +3478,8 @@ void EVENT_SoldierGotHit( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDa
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{
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ubReason = TAKE_DAMAGE_TENTACLES;
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}
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else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) )
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// marke take out gunfire if ammotype is an explosive
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else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) && AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ubGunAmmoType].explosionSize <= 1)
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{
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if ( ubSpecial == FIRE_WEAPON_SLEEP_DART_SPECIAL )
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{
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@@ -3535,7 +3536,9 @@ void EVENT_SoldierGotHit( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDa
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}
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ubReason = TAKE_DAMAGE_HANDTOHAND;
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}
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else if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV )
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// marke added one 'or' for explosive ammo. variation of: AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ].ubGunAmmoType].explosionSize > 1
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// extracting attacker´s ammo type
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else if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ubGunAmmoType].explosionSize > 1)
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{
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if ( usWeaponIndex == STRUCTURE_EXPLOSION )
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{
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@@ -3843,7 +3846,8 @@ void EVENT_SoldierGotHit( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDa
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{
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SoldierGotHitBlade( pSoldier, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation );
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}
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if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || Item[ usWeaponIndex ].usItemClass & IC_TENTACLES )
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// marke setting ammo explosions included here with 3rd 'or' including ubReason
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if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || Item[ usWeaponIndex ].usItemClass & IC_TENTACLES || ubReason == TAKE_DAMAGE_EXPLOSION )
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{
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SoldierGotHitExplosion( pSoldier, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation );
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}
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