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Using shaped charges, keys or lockpicks on a locked door now only unlocks the door. It doesn't automatically open the door anymore. This solves the problem that a merc manages to pick a lock and after automatically opening the door he is a sitting duck because he has no AP left.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -771,9 +771,10 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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// Attempt to force door
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if ( AttemptToBlowUpLock( pSoldier, pDoor ) )
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{
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//pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] );
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fHandleDoor = TRUE;
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// silversurfer: removed this so the merc can blow a lock without directly opening the door and remain helpless with no AP to do something
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//fHandleDoor = TRUE;
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}
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else
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{
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@@ -801,7 +802,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_PICKED_STR ] );
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fHandleDoor = TRUE;
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// silversurfer: removed this so the merc can pick a lock without directly opening the door and remain helpless with no AP to do something
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//fHandleDoor = TRUE;
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}
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else
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{
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@@ -885,12 +887,13 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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if ( AttemptToUnlockDoor( pSoldier, pDoor ) )
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{
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_UNLOCKED_STR ] );
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//pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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UpdateDoorPerceivedValue( pDoor );
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fHandleDoor = TRUE;
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// silversurfer: removed this so the merc can unlock a door without directly opening it and remain helpless with no AP to do something
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//fHandleDoor = TRUE;
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}
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else
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{
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