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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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@@ -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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