mirror of
https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
New feature: delayed grenade explosions:
- use transformation menu to change explosion mode - only Normal/Stun/Flashbang type grenades can be delayed - AI soldiers will avoid staying close to armed grenades\explosives - use option DELAYED_GRENADE_EXPLOSION to make all hand\GL grenades work as delayed - new value AP_GRENADE_MODE = 4 in APBPConstants.ini - new item flag DELAYED_GRENADE_EXPLOSION Other changes: - fixed call to sqrt in DrawExplosionWarning() that prevented compiling in VS2010 - correctly update interface after transformations - PATHAI: AI soldiers will skip gassed tiles if not in gas already - InGas check: AI soldiers will avoid mustard gas even when wearing gas mask - Yellow AI: added check to avoid gas/water/bomb using FindNearestUngassedLand - gas/flare grenades will always explode instantly even when in bad state - LegalNPCDestination: locations near armed bombs are not legal - FindBestNearbyCover: avoid locations near armed bombs git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8324 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -636,7 +636,7 @@ void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
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{
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for ( INT32 y = yl; y <= yh; ++y )
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{
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FLOAT diff = std::sqrt( (sScreenX - x) * (sScreenX - x) + 2 * (sScreenY - y) * (sScreenY - y) );
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FLOAT diff = std::sqrt( (FLOAT)((sScreenX - x) * (sScreenX - x) + 2 * (sScreenY - y) * (sScreenY - y)) );
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if ( radius_inner <= diff && diff <= radius_outer )
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{
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@@ -82,6 +82,9 @@
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#include "Explosion Control.h" // added by Flugente
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#include "Food.h" // added by Flugente
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#include "Encyclopedia_new.h" //Moa: enc. item visibility
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// sevenfm:
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#include "Soldier Control.h"
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#include "Sound Control.h"
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#endif
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#include "Multi Language Graphic Utils.h"
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@@ -341,6 +344,11 @@ BOOLEAN TransformationMenuPopup_Arm_TestValid(OBJECTTYPE * pObj);
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void BombInventoryMessageBoxCallBack( UINT8 ubExitValue );
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void BombInventoryDisArmMessageBoxCallBack( UINT8 ubExitValue );
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// sevenfm:
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// delayed grenade explosion
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BOOLEAN TransformationMenuPopup_DelayedGrenadeExplosion_TestValid(OBJECTTYPE* pObj);
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void TransformationMenuPopup_DelayedGrenadeExplosion();
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// HEADROCK HAM 5: The maximum number of attachment asterisks shown for an item.
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UINT32 guiAttachmentAsterisks;
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#define MAX_NUM_ASTERISKS 10
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@@ -4266,6 +4274,26 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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gprintfinvalidate( sNewX, sNewY, pStr );
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}
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// sevenfm: display asterisk if grenade is delayed
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if( Item[pObject->usItem].usItemClass == IC_GRENADE && (*pObject)[0]->data.sObjectFlag & DELAYED_GRENADE_EXPLOSION )
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{
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sNewY = sY + sHeight - 10;
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SetRGBFontForeground( 120, 120, 120 );
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swprintf( pStr, L"*" );
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// Get length of string
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uiStringLength=StringPixLength(pStr, ITEM_FONT );
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sNewX = sX + sWidth - uiStringLength - 4;
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if ( uiBuffer == guiSAVEBUFFER )
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{
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RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
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}
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mprintf( sNewX, sNewY, pStr );
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gprintfinvalidate( sNewX, sNewY, pStr );
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}
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// Flugente: if ammo is used to feed a gun externally, show ammo count left on this ammo
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if ( gGameExternalOptions.ubExternalFeeding > 0 && (Item[pObject->usItem].usItemClass & (IC_AMMO)) && ObjectIsExternalFeeder(pSoldier, pObject) )
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{
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@@ -6844,8 +6872,9 @@ void RenderItemDescriptionBox( )
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// - the item is a bomb and has a detonator or remote detonator attached
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BOOLEAN renderTransformIcon = FALSE;
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if ( ((guiCurrentScreen == GAME_SCREEN || guiCurrentScreen == MAP_SCREEN) && gpItemDescObject->ubNumberOfObjects == 1) &&
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((Item[gpItemDescObject->usItem].usItemClass == IC_GRENADE) ||
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((Item[gpItemDescObject->usItem].usItemClass == IC_BOMB) && HasAttachmentOfClass( gpItemDescObject, (AC_DETONATOR | AC_REMOTEDET) ))) )
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((Item[gpItemDescObject->usItem].usItemClass == IC_GRENADE) ||
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((Item[gpItemDescObject->usItem].usItemClass == IC_BOMB) && HasAttachmentOfClass( gpItemDescObject, (AC_DETONATOR | AC_REMOTEDET) )) ||
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CanDelayGrenadeExplosion(gpItemDescObject->usItem) && Item[ gpItemDescObject->usItem ].ubCursor == TOSSCURS) )
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{
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renderTransformIcon = TRUE;
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}
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@@ -13400,6 +13429,37 @@ void ItemDescTransformRegionCallback( MOUSE_REGION *pRegion, INT32 reason )
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// onyl allow transformations if the item is not an armed bomb
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if ( !fHaveToDisarm )
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{
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// Check if grenade can be delayed
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// don't allow this transformation if player selected option to make all grenades work in delayed mode
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if( !gGameExternalOptions.fDelayedGrenadeExplosion &&
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CanDelayGrenadeExplosion(gpItemDescObject->usItem) &&
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Item[ gpItemDescObject->usItem ].ubCursor == TOSSCURS )
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{
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UINT16 usAPCost = APBPConstants[AP_GRENADE_MODE];
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CHAR16 MenuRowText[300];
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if ( usAPCost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED )
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{
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if( (*gpItemDescObject)[0]->data.sObjectFlag & DELAYED_GRENADE_EXPLOSION )
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swprintf (MenuRowText, gzTransformationMessage[13], usAPCost );
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else
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swprintf (MenuRowText, gzTransformationMessage[14], usAPCost );
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}
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else
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{
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if( (*gpItemDescObject)[0]->data.sObjectFlag & DELAYED_GRENADE_EXPLOSION )
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swprintf (MenuRowText, gzTransformationMessage[11]);
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else
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swprintf (MenuRowText, gzTransformationMessage[12]);
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}
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// Add option
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POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction<void,void>( &TransformationMenuPopup_DelayedGrenadeExplosion ));
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pOption->setAvail(new popupCallbackFunction<bool,OBJECTTYPE*>( &TransformationMenuPopup_DelayedGrenadeExplosion_TestValid, gpItemDescObject ));
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gItemDescTransformPopup->addOption( *pOption );
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fFoundTransformations = true;
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}
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for ( INT32 x = 0; x < gMAXITEMS_READ; ++x )
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{
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if (Transform[x].usItem == (UINT16)-1)
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@@ -13564,6 +13624,12 @@ BOOLEAN TransformationMenuPopup_TestValid(TransformInfoStruct * Transform)
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// Flugente: This function handles callback when the 'ARM' option in the item transformation menu is clicked
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void TransformationMenuPopup_Arm( OBJECTTYPE* pObj )
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{
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// sevenfm: hide transformation menu
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if (gItemDescTransformPopup != NULL && gfItemDescTransformPopupInitialized == TRUE)
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{
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gItemDescTransformPopup->hide();
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}
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// cant handle item stacks here
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if (gpItemDescObject->ubNumberOfObjects > 1)
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{
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@@ -13625,6 +13691,11 @@ void TransformationMenuPopup_Arm( OBJECTTYPE* pObj )
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DeleteObj( pObj );
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// sevenfm: correctly update interface
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gfSkipDestroyTransformPopup = TRUE;
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DeleteItemDescriptionBox();
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gfSkipDestroyTransformPopup = FALSE;
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return;
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}
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@@ -13779,6 +13850,11 @@ void BombInventoryMessageBoxCallBack( UINT8 ubExitValue )
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DeleteObj( gpItemDescObject );
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// sevenfm: correctly update interface
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gfSkipDestroyTransformPopup = TRUE;
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DeleteItemDescriptionBox();
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gfSkipDestroyTransformPopup = FALSE;
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return;
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}
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}
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@@ -13957,6 +14033,11 @@ void BombInventoryDisArmMessageBoxCallBack( UINT8 ubExitValue )
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DeleteObj( gpItemDescObject );
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// sevenfm: correctly update interface
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gfSkipDestroyTransformPopup = TRUE;
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DeleteItemDescriptionBox();
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gfSkipDestroyTransformPopup = FALSE;
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Arming failed, explosion here" );
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#endif
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@@ -14461,4 +14542,56 @@ void UpdateMercBodyRegionHelpText( )
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SetRegionFastHelpText( &gSMInvCamoRegion, sString );
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}
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}
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}
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BOOLEAN TransformationMenuPopup_DelayedGrenadeExplosion_TestValid(OBJECTTYPE* pObj)
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{
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if (pObj == NULL)
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{
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return false;
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}
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else
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{
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UINT16 usAPCost = APBPConstants[AP_GRENADE_MODE];
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INT32 iBPCost = 0;
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if (EnoughPoints( gpItemDescSoldier, usAPCost, iBPCost, false ))
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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// sevenfm: change status of delayed grenade explosion
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void TransformationMenuPopup_DelayedGrenadeExplosion()
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{
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UINT16 usAPCost = APBPConstants[AP_GRENADE_MODE];
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INT32 iBPCost = 0;
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if (gItemDescTransformPopup != NULL && gfItemDescTransformPopupInitialized == TRUE)
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{
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gItemDescTransformPopup->hide();
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}
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if(EnoughPoints(gpItemDescSoldier, usAPCost, iBPCost, FALSE))
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{
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DeductPoints(gpItemDescSoldier, usAPCost, iBPCost);
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if( (*gpItemDescObject)[0]->data.sObjectFlag & DELAYED_GRENADE_EXPLOSION )
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{
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(*gpItemDescObject)[0]->data.sObjectFlag &= ~DELAYED_GRENADE_EXPLOSION;
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}
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else
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{
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(*gpItemDescObject)[0]->data.sObjectFlag |= DELAYED_GRENADE_EXPLOSION;
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}
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PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, SoundVolume( MIDVOLUME, gpItemDescSoldier->sGridNo ), 1, SoundDir( gpItemDescSoldier->sGridNo ) );
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RenderItemDescriptionBox();
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}
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}
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@@ -820,6 +820,7 @@ extern OBJECTTYPE gTempObject;
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#define TAKEN_BY_MILITIA_TABOO_BLUE 0x0000000800000000 // 34359738368 // this item is taboo for blue militia (have to reset flag for world item upon dropping it)
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#define INFECTED 0x0000001000000000 // // this item is infected with disease 0, getting damaged by this will infect you
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#define DELAYED_GRENADE_EXPLOSION 0x0000002000000000 // // grenade will blow up on next turn
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// Flugente TODO 2012-09-17: next time we break savegame compatibility, extend the flagmasks from UINT32 to UINT64. I didn't do it this time (see double-used flag above), as we try to minimise those breaks. But it is needed.
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// ----------------------------------------------------------------
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+27
-1
@@ -15568,4 +15568,30 @@ FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8
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}
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return fMultiplier;
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}
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}
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// check if item is grenade and it can use delayed explosion
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BOOLEAN CanDelayGrenadeExplosion( UINT16 usItem )
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{
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// check that item is a grenade
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if( Item[ usItem ].usItemClass != IC_GRENADE )
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{
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return FALSE;
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}
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// check that grenade type is not gas/smoke/fire or flare
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if( Explosive[Item[ usItem ].ubClassIndex].ubType != EXPLOSV_NORMAL &&
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Explosive[ Item[ usItem ].ubClassIndex ].ubType != EXPLOSV_STUN &&
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Explosive[ Item[ usItem ].ubClassIndex ].ubType != EXPLOSV_FLASHBANG )
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{
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return FALSE;
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}
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// check if grenade should always explode on impact
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if( Explosive[Item[ usItem ].ubClassIndex].fExplodeOnImpact )
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{
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return FALSE;
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}
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return TRUE;
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}
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+3
-3
@@ -548,7 +548,7 @@ BOOLEAN ObjectIsMilitiaRelevant( OBJECTTYPE *pObj );
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FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 ubMode);
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// sevenfm: check if this type of grenade can use delayed mode
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BOOLEAN CanDelayGrenadeExplosion( UINT16 usItem );
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#endif
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@@ -60,6 +60,9 @@ class SOLDIERTYPE;
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extern UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
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// sevenfm:
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extern BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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//extern UINT8 gubDiagCost[20];
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// skiplist has extra level of pointers every 4 elements, so a level 5is optimized for
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// 4 to the power of 5 elements, or 2 to the power of 10, 1024
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@@ -3128,6 +3131,14 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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goto NEXTDIR;
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}
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// sevenfm: skip gas if not in gas already
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if( !(s->flags.uiStatusFlags & SOLDIER_PC) &&
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InGas(s, newLoc) &&
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!InGas(s, s->sGridNo) )
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{
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goto NEXTDIR;
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}
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// WANNE: Know mines (for enemy or player) do not explode - BEGIN
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if ( gpWorldLevelData[newLoc].uiFlags & (MAPELEMENT_ENEMY_MINE_PRESENT | MAPELEMENT_PLAYER_MINE_PRESENT) )
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{
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