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*********************************************************
* 2006/05/04 * * Madd Mugsy * * Developed in VS 2003 * ********************************************************* - Added tile lighting animation effects to tracer bullets, forced muzzle flash on tracers so enemies can see you, regardless of flash suppression - Re-enabled laptop animation, since Lesh fixed it (I forgot to mention that in my earlier changes :p) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@54 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -136,6 +136,24 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
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pNewAniNode->pLevelNode = pNode;
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if ( uiFlags & ANITILE_LIGHT )
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{
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if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
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{
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if( ( pNewAniNode->lightSprite=LightSpriteCreate("L-R03.LHT", 0 ) )!=(-1))
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{
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LightSpritePower(pNewAniNode->lightSprite, TRUE);
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{
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INT16 sXPos, sYPos;
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ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
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LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
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}
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}
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}
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}
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if ( ( uiFlags & ANITILE_CACHEDTILE ) )
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{
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pNewAniNode->pLevelNode->uiFlags |= ( LEVELNODE_CACHEDANITILE );
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@@ -363,6 +381,10 @@ void DeleteAniTile( ANITILE *pAniTile )
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break;
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}
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if ( pAniNode->uiFlags & ANITILE_LIGHT )
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{
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LightSpriteDestroy(pAniNode->lightSprite);
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}
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if ( ( pAniNode->uiFlags & ANITILE_CACHEDTILE ) )
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{
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@@ -592,6 +614,11 @@ void UpdateAniTiles( )
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}
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else
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{
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//if ( pNode->uiFlags & ANITILE_LIGHT )
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//{
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// LightSpriteDestroy(pNode->lightSprite);
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//}
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// Delete from world!
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DeleteAniTile( pNode );
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