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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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@@ -39,11 +39,26 @@
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#include "fresh_header.h"
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#include "connect.h"
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#ifdef JA2UB
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#include "Explosion Control.h"
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "MapScreen Quotes.h"
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#include "email.h"
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#include "interface Dialogue.h"
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#include "mercs.h"
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#include "ub_config.h"
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#endif
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BOOLEAN gfSetPerceivedDoorState = FALSE;
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BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
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#ifdef JA2UB
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void HandleForceingTheTunnelGate( UINT32 sGridNo ); //Ja25 UB
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#endif
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void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations )
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{
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STRUCTURE * pStructure;
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@@ -601,7 +616,12 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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{
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// it's locked....
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
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#ifdef JA2UB
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//JA25 UB
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//If this is the tunnel sector, and the merc failed opening the fence door, play a quote
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HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( pSoldier, FALSE );
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#endif
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// Do we have a quote for locked stuff?
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// Now just show on message bar
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if ( !AM_AN_EPC( pSoldier ) )
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@@ -622,7 +642,49 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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break;
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}
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break;
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#ifdef JA2UB
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case HANDLE_DOOR_FORCE:
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// Set costs for these
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sAPCost = GetAPsToOpenDoor( pSoldier ); // SANDRO
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sBPCost = APBPConstants[BP_BOOT_DOOR];
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// OK, using force, if we have no lock, just open the door!
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if ( pDoor == NULL )
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{
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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fHandleDoor = TRUE;
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ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
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}
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else
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{
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//JA25 UB
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//If this is the tunnel sector, and the merc failed opening the fence door, play a quote
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if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( pSoldier, TRUE ) )
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{
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}
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else
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{
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// Attempt to force door
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if ( AttemptToSmashDoor( pSoldier, pDoor ) )
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{
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] );
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// pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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fHandleDoor = TRUE;
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}
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else
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{
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_NOT_DESTROYED_STR ] );
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UpdateDoorPerceivedValue( pDoor );
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}
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ProcessImplicationsOfPCMessingWithDoor( pSoldier );
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}
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}
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//Handle Special code for the gate in the tunnel
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HandleForceingTheTunnelGate( sGridNo ); //JA25 UB
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break;
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#else
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case HANDLE_DOOR_FORCE:
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// Set costs for these
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@@ -654,7 +716,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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ProcessImplicationsOfPCMessingWithDoor( pSoldier );
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}
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break;
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#endif
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case HANDLE_DOOR_CROWBAR:
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@@ -738,7 +800,11 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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}
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else
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{
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_NOT_BEEN_PICKED_STR ] );
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#ifdef JA2UB
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//If this is the tunnel sector, and the merc failed opening the fence door, play a quote
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HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( pSoldier, FALSE );
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#endif //ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_NOT_BEEN_PICKED_STR ] );
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}
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ProcessImplicationsOfPCMessingWithDoor( pSoldier );
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}
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@@ -761,6 +827,10 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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}
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else
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{
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#ifdef JA2UB
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//If this is the tunnel sector, and the merc failed opening the fence door, play a quote
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HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( pSoldier, FALSE ); //JA25 UB
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#endif
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if ( ExamineDoorForTraps( pSoldier, pDoor ) )
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{
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// We have a trap. Use door pointer to determine what type, etc
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@@ -824,11 +894,23 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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// Now just show on message bar
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name );
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#ifdef JA2UB
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//If this is the tunnel sector, and the merc failed opening the fence door, play a quote
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if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( pSoldier, FALSE ) ) //JA25 UB
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{
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// OK PLay damn battle sound
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if ( Random( 2 ) )
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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}
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}
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#else
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// OK PLay damn battle sound
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if ( Random( 2 ) )
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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}
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#endif
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}
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}
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break;
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@@ -1487,3 +1569,24 @@ void SetDoorString( INT32 sGridNo )
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}
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}
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#ifdef JA2UB
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//Ja25 UB
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void HandleForceingTheTunnelGate( UINT32 sGridNo )
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{
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//if this isnt the Last sector of the tunnel
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if( !( gWorldSectorX == 14 && gWorldSectorY == MAP_ROW_K && gbWorldSectorZ == 1 ) )
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{
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return;
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}
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//if it is not the right gridno
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if( sGridNo != 4742 )
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{
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return;
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}
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//If the player blew up the fan, then the enemies can hear it in the tunnel and prepare for it.
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gJa25SaveStruct.uiJa25GeneralFlags |= JA_GF__DID_PLAYER_MAKE_SOUND_GOING_THROUGH_TUNNEL_GATE;
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}
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#endif
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