mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1017 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2051,6 +2051,7 @@ void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeE
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}
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// ATE: For smoke, don't let it go over roof....
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// 0verhaul: Why not?
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if ( fSmokeEffect )
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{
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if ( bLevel )
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@@ -185,7 +185,8 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
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pSmoke->uiTimeOfLastUpdate = GetWorldTotalSeconds( );
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// Are we indoors?
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if ( GetTerrainType( sGridNo ) == FLAT_FLOOR )
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// 0verhaul: Are we on the floor level?
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if ( GetTerrainType( sGridNo ) == FLAT_FLOOR && bLevel)
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{
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pSmoke->bFlags |= SMOKE_EFFECT_INDOORS;
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}
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@@ -579,7 +580,7 @@ void DecaySmokeEffects( UINT32 uiTime )
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else
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{
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// damage anyone standing in cloud
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SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, REDO_SPREAD_EFFECT, 0, cnt );
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SpreadEffect( pSmoke->sGridNo, pSmoke->ubRadius, pSmoke->usItem, pSmoke->ubOwner, REDO_SPREAD_EFFECT, bLevel, cnt );
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}
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}
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}
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@@ -0,0 +1,458 @@
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RelativePath=".\Simple Render Utils.cpp"
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RelativePath=".\Smell.cpp"
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>
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RelativePath=".\SmokeEffects.cpp"
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||||
</VisualStudioProject>
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@@ -2480,7 +2480,7 @@ BOOLEAN EvaluateWorld( STR8 pSector, UINT8 ubLevel )
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{ //skip static priority placement
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// WDS - Clean up inventory handling
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LOADDATA( &priority, pBuffer, SIZEOF_SOLDIERCREATE_STRUCT_POD); //SIZEOF_SOLDIERCREATE_STRUCT );
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priority.CopyOldDataToNew();
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priority.CopyOldInventoryToNew();
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if( priority.ubProfile != NO_PROFILE )
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pTeam->ubProfile++;
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else
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Reference in New Issue
Block a user