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Significant overhaul on handling doors regarding to noise:
- significantly increased base noise volume of opening or closing doors - adjusted the noise volume based on type of the door (metal louder etc.) - can with string adds +4 points to the noise volume and disallows to use stealth to prevent any noise - removed the code for movement noise from door handling and replaced it with simpler stealth check - noise will now come from GridNo of doors, not soldier opening them - disabled terrain check when the noise comes from doors - fixed doors always playing sound of closing even when there was no noise (stealth mode) - whether game plays sounds of opening/closing doors will now be based on whether any of player mercs heard it or not - game will now show doors being opened/closed if any of our mercs heard it - disabled the message for player about soldiers hearing noise from doors being opened/closed (no point imo when player can hear it) - added locator ping when someone opens doors with can with string attached on them git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9056 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2141,8 +2141,8 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT );
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InitOpplistForDoorOpening();
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MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, gpWorldLevelData[pSoldier->sGridNo].ubTerrainID, pSoldier->ubDoorOpeningNoise, NOISE_CREAKING );
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//shadooow: this has been moved inside HandleDoorsOpenClose
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//MakeNoise( pSoldier->ubID, pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel, gpWorldLevelData[pSoldier->sGridNo].ubTerrainID, pSoldier->ubDoorOpeningNoise, NOISE_CREAKING );
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// gfDelayResolvingBestSighting = FALSE;
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gubInterruptProvoker = pSoldier->ubID;
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