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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
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@@ -34,12 +34,15 @@
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#endif
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#include "soldier profile type.h"
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#include "LuaInitNPCs.h"
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INT32 giBothCheckboxButton = -1;
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INT32 giRealisticCheckboxButton = -1;
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INT32 giSciFiCheckboxButton = -1;
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INT32 giAlarmTriggerButton = -1;
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INT32 giOwnershipGroupButton = -1;
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CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ];
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/*
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CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ] =
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{
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@@ -77,14 +80,93 @@ CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ] =
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L"Museum alarm",
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L"Bloodcat alarm",
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L"Big teargas",
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#ifdef JA2UB
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L"BIGGENS BOMBS",
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L"ABIGGENS WARNING",
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L"SEE FORTIFIED DOOR",
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L"OPEN FORTIFED DOOR",
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L"SEE POWER GEN FAN",
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#endif
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};
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*/
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const STR16 GetActionItemName( OBJECTTYPE *pItem )
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{
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UINT32 i,o;
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CHAR16 temp[30];
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if( !pItem || pItem->usItem != ACTION_ITEM )
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return NULL;
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if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
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{
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for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
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{
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if ( ActionItemsValues[ i ].BlowUp == 0 )
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{
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if ( (*pItem)[0]->data.misc.bActionValue == ActionItemsValues[ i ].ActionID )
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{
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wcscpy(temp, gszActionItemDesc[i]);
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o = i;
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}
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}
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}
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return ActionItemsValues[ o ].szName;
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}
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else
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{
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for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
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{
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if ( ActionItemsValues[ i ].BlowUp == 1 )
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{
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if ( (*pItem)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP )
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{
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if ( (*pItem)[0]->data.misc.usBombItem == ActionItemsValues[ i ].BombItem )
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o = i;
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}
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}
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}
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return ActionItemsValues[ o ].szName;
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/*
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if ( (*pItem)[0]->data.misc.usBombItem == STUN_GRENADE )
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o = ACTIONITEM_STUN;
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else if ( (*pItem)[0]->data.misc.usBombItem == SMOKE_GRENADE )
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o = ACTIONITEM_SMOKE;
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else if ( (*pItem)[0]->data.misc.usBombItem == TEARGAS_GRENADE )
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o = ACTIONITEM_TEARGAS;
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else if ( (*pItem)[0]->data.misc.usBombItem == MUSTARD_GRENADE )
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o = ACTIONITEM_MUSTARD;
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else if ( (*pItem)[0]->data.misc.usBombItem == HAND_GRENADE )
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o = ACTIONITEM_SMALL;
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else if ( (*pItem)[0]->data.misc.usBombItem == TNT )
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o = ACTIONITEM_MEDIUM;
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else if ( (*pItem)[0]->data.misc.usBombItem == C4 )
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o = ACTIONITEM_LARGE;
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else if ( (*pItem)[0]->data.misc.usBombItem == MINE )
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o = ACTIONITEM_MINE;
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else if ( (*pItem)[0]->data.misc.usBombItem == TRIP_FLARE )
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o = ACTIONITEM_FLARE;
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else if ( (*pItem)[0]->data.misc.usBombItem == TRIP_KLAXON )
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o = ACTIONITEM_TRIP_KLAXON;
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else if ( (*pItem)[0]->data.misc.usBombItem == BIG_TEAR_GAS )
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o = ACTIONITEM_BIG_TEAR_GAS;
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return ActionItemsValues[ o ].szName;
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*/
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}
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/*
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if( !pItem || pItem->usItem != ACTION_ITEM )
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return NULL;
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if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
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{
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switch( (*pItem)[0]->data.misc.bActionValue )
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{
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case ACTION_ITEM_OPEN_DOOR: return gszActionItemDesc[ ACTIONITEM_OPEN ];
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@@ -110,6 +192,13 @@ const STR16 GetActionItemName( OBJECTTYPE *pItem )
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case ACTION_ITEM_TOGGLE_PRESSURE_ITEMS: return gszActionItemDesc[ ACTIONITEM_TOGGLE_PRESSURE_ITEMS ];
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case ACTION_ITEM_MUSEUM_ALARM: return gszActionItemDesc[ ACTIONITEM_MUSEUM_ALARM ];
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case ACTION_ITEM_BLOODCAT_ALARM: return gszActionItemDesc[ ACTIONITEM_BLOODCAT_ALARM ];
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#ifdef JA2UB
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case ACTION_ITEM_BIGGENS_BOMBS: return gszActionItemDesc[ ACTIONITEM_BIGGENS_BOMBS ];
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case ACTION_ITEM_BIGGENS_WARNING: return gszActionItemDesc[ ACTIONITEM_BIGGENS_WARNING ];
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case ACTION_ITEM_SEE_FORTIFIED_DOOR: return gszActionItemDesc[ ACTIONITEM_SEE_FORTIFIED_DOOR ];
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case ACTION_ITEM_OPEN_FORTIFED_DOOR: return gszActionItemDesc[ ACTIONITEM_OPEN_FORTIFED_DOOR ];
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case ACTION_ITEM_SEE_POWER_GEN_FAN: return gszActionItemDesc[ ACTIONITEM_SEE_POWER_GEN_FAN ];
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#endif
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default: return NULL;
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}
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}
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@@ -128,6 +217,8 @@ const STR16 GetActionItemName( OBJECTTYPE *pItem )
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case BIG_TEAR_GAS: return gszActionItemDesc[ ACTIONITEM_BIG_TEAR_GAS ];
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default: return NULL;
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}
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*/
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}
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enum
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@@ -1412,6 +1503,26 @@ void ActionItemCallback( GUI_BUTTON *btn, INT32 reason )
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void ChangeActionItem( OBJECTTYPE *pItem, INT8 bActionItemIndex )
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{
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UINT32 i;
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pItem->usItem = ACTION_ITEM;
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//(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
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for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
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{
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if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 1 )
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{
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(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
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}
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else if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 0 )
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{
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(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
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(*pItem)[0]->data.misc.bActionValue = ActionItemsValues[ i ].ActionID;
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}
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}
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/*
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pItem->usItem = ACTION_ITEM;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
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switch( bActionItemIndex )
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@@ -1541,8 +1652,31 @@ void ChangeActionItem( OBJECTTYPE *pItem, INT8 bActionItemIndex )
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case ACTIONITEM_BIG_TEAR_GAS:
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(*pItem)[0]->data.misc.usBombItem = BIG_TEAR_GAS;
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break;
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#ifdef JA2UB
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case ACTIONITEM_BIGGENS_BOMBS:
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(*pItem)[0]->data.misc.usBombItem = NOTHING;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BIGGENS_BOMBS;
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break;
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case ACTIONITEM_BIGGENS_WARNING:
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(*pItem)[0]->data.misc.usBombItem = NOTHING;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BIGGENS_WARNING;
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break;
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case ACTIONITEM_SEE_FORTIFIED_DOOR:
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(*pItem)[0]->data.misc.usBombItem = NOTHING;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_SEE_FORTIFIED_DOOR;
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break;
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case ACTIONITEM_OPEN_FORTIFED_DOOR:
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(*pItem)[0]->data.misc.usBombItem = NOTHING;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_OPEN_FORTIFED_DOOR;
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break;
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case ACTIONITEM_SEE_POWER_GEN_FAN:
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(*pItem)[0]->data.misc.usBombItem = NOTHING;
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(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_SEE_POWER_GEN_FAN;
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break;
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#endif
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}
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*/
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}
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void UpdateActionItem( INT8 bActionItemIndex )
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