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Enhanced the change from 7871 as the game doesn't distinguish between doors and containers. They are all "doors" in code terms. Now any "door" that doesn't have a key item assigned is considered a container.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7872 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -773,8 +773,9 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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{
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] );
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] );
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// silversurfer: removed this so the merc can blow a lock without directly opening the door and remain helpless with no AP to do something
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// silversurfer: changed this so the merc can blow a lock without directly opening the door and remain helpless with no AP to do something. Doors have usKeyItem > 0.
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//fHandleDoor = TRUE;
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if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 )
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fHandleDoor = TRUE;
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}
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}
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else
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else
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{
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{
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@@ -802,8 +803,9 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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{
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_PICKED_STR ] );
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_PICKED_STR ] );
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// silversurfer: removed this so the merc can pick a lock without directly opening the door and remain helpless with no AP to do something
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// silversurfer: changed this so the merc can pick a lock without directly opening the door and remain helpless with no AP to do something. Doors have usKeyItem > 0.
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//fHandleDoor = TRUE;
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if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 )
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fHandleDoor = TRUE;
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}
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}
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else
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else
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{
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{
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@@ -892,8 +894,9 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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UpdateDoorPerceivedValue( pDoor );
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UpdateDoorPerceivedValue( pDoor );
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// silversurfer: removed this so the merc can unlock a door without directly opening it and remain helpless with no AP to do something
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// silversurfer: changed this so the merc can unlock a door without directly opening it and remain helpless with no AP to do something. Doors have usKeyItem > 0.
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//fHandleDoor = TRUE;
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if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 )
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fHandleDoor = TRUE;
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}
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}
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else
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else
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{
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{
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