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New feature: radio operator trait allows calling in artillery, requesting reinforcements, scanning for enemies and a few other skills.
Also includes mechansim for easy implementation of new skills. For more info see http://www.bears-pit.com/board/ubbthreads.php/topics/327348.html#Post327348 Requires GameDir >= r1848. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6547 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1009,7 +1009,8 @@ void HandleShadingOfLinesForMilitiaControlMenu( void )
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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// Check LOS!
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pTMilitiaSoldier->sGridNo, pTMilitiaSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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// Flugente: active radio sets allows us to give individual orders even without a line of sight
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if ( pSoldier->CanUseRadio() || SoldierTo3DLocationLineOfSightTest( pSoldier, pTMilitiaSoldier->sGridNo, pTMilitiaSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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{
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ATTACK );
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_HOLD );
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@@ -1069,7 +1070,11 @@ BOOLEAN CheckIfRadioIsEquipped( void )
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//pSoldier = GetSelectedAssignSoldier( FALSE ); //do not use
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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{
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// Flugente: active radio sets also count as radio
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if ( pSoldier->CanUseRadio() )
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return TRUE;
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//bSlot = FindObj( pSoldier, EXTENDEDEAR );
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bSlot = FindHearingAid(pSoldier);
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//ScreenMsg( FONT_WHITE, MSG_INTERFACE, L"Position: %d", bSlot );
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