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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
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@@ -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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