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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:
+120
-14
@@ -64,6 +64,16 @@
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#endif
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#include "InterfaceItemImages.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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#include "connect.h"
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//const UINT32 INTERFACE_START_X = 0;
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@@ -1888,7 +1898,8 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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//Legion
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if (pSoldier->ubBodyType == TANK_NE || pSoldier->ubBodyType == TANK_NW)
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{
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swprintf( NameStr, pVehicleStrings[4] );
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swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
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//swprintf( NameStr, pVehicleStrings[4] );
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}
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else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
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{
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@@ -1925,7 +1936,8 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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//Legion
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if (pSoldier->ubBodyType == TANK_NE || pSoldier->ubBodyType == TANK_NW)
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{
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swprintf( NameStr, pVehicleStrings[4] );
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//swprintf( NameStr, pVehicleStrings[4] );
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swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
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}
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else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
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{
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@@ -3840,11 +3852,47 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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{
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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#ifdef JA2UB
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//Handle someone trying to open the door in the tunnel gate`
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HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, FALSE ); //Ja25 UB
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#endif
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}
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// Switch on command....
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if ( uiBtnID == iActionIcons[ OPEN_DOOR_ICON ] )
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{
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#ifdef JA2UB
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//Handle someone trying to open the door in the tunnel gate`
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if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, TRUE ) ) //Ja25 UB
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{
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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else
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{
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// Open door normally...
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// Check APs
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_OPEN_DOOR], APBPConstants[BP_OPEN_DOOR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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if ( gOpenDoorMenu.fClosingDoor )
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{
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gOpenDoorMenu.pSoldier->ChangeSoldierState( GetAnimStateForInteraction( gOpenDoorMenu.pSoldier, TRUE, CLOSE_DOOR ), 0 , FALSE );
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}
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else
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{
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_OPEN );
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}
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}
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else
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{
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// OK, set cancel code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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}
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#else
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// Open door normally...
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// Check APs
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// SANDRO - changed APs for opening dorrs calc
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@@ -3867,6 +3915,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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// OK, set cancel code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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#endif
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}
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if ( uiBtnID == iActionIcons[ BOOT_DOOR_ICON ] )
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@@ -3939,6 +3988,30 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( uiBtnID == iActionIcons[ EXPLOSIVE_DOOR_ICON ] )
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{
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#ifdef JA2UB
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//Handle someone trying to open the door in the tunnel gate`
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if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, TRUE ) ) //Ja25 UB
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{
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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else
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{
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// Explode
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_EXPLODE_DOOR], APBPConstants[BP_EXPLODE_DOOR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_EXPLODE );
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}
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else
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{
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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}
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#else
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// Explode
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, GetAPsToBombDoor( gOpenDoorMenu.pSoldier ), APBPConstants[BP_EXPLODE_DOOR], FALSE ) ) // SANDRO
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{
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@@ -3952,6 +4025,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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#endif
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}
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if ( uiBtnID == iActionIcons[ UNTRAP_DOOR_ICON ] )
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@@ -3973,6 +4047,30 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( uiBtnID == iActionIcons[ USE_CROWBAR_ICON ] )
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{
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#ifdef JA2UB
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//Handle someone trying to open the door in the tunnel gate`
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if( HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( gOpenDoorMenu.pSoldier, TRUE ) ) //JA25 UB
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{
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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else
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{
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// Explode
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_CROWBAR );
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}
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else
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{
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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}
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#else
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// Explode
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) )
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{
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@@ -3986,6 +4084,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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// OK, set cancle code!
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gOpenDoorMenu.fMenuHandled = 2;
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}
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#endif
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}
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HandleOpenDoorMenu( );
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@@ -4866,24 +4965,31 @@ void DoorMenuBackregionCallback( MOUSE_REGION * pRegion, INT32 iReason )
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STR16 GetSoldierHealthString( SOLDIERTYPE *pSoldier )
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{
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INT32 cnt, cntStart;
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if( pSoldier->stats.bLife == pSoldier->stats.bLifeMax )
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if (gGameExternalOptions.fHideEnemyHealthText && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == CREATURE_TEAM))
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{
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cntStart = 4;
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return L"";
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}
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else
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else
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{
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cntStart = 0;
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}
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//Show health on others.........
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for ( cnt = cntStart; cnt < 6; cnt ++ )
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{
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if ( pSoldier->stats.bLife < bHealthStrRanges[ cnt ] )
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INT32 cnt, cntStart;
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if( pSoldier->stats.bLife == pSoldier->stats.bLifeMax )
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{
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break;
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cntStart = 4;
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}
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else
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{
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cntStart = 0;
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}
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//Show health on others.........
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for ( cnt = cntStart; cnt < 6; cnt ++ )
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{
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if ( pSoldier->stats.bLife < bHealthStrRanges[ cnt ] )
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{
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break;
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}
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}
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return zHealthStr[ cnt ];
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}
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return zHealthStr[ cnt ];
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}
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