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Fix for AI seeking climb point in toxic gas
Fix for civilians trying to climb the roof to seek noise Fix for punching and stabbing Transparent change: Gave names to anonymous structs in OBJECTTYPE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1225 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -704,27 +704,27 @@ void BuildTriggerName( OBJECTTYPE *pItem, STR16 szItemName )
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{
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if( pItem->usItem == SWITCH )
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{
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if( pItem->bFrequency == PANIC_FREQUENCY )
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if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
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swprintf( szItemName, L"Panic Trigger1" );
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else if( pItem->bFrequency == PANIC_FREQUENCY_2 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
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swprintf( szItemName, L"Panic Trigger2" );
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else if( pItem->bFrequency == PANIC_FREQUENCY_3 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
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swprintf( szItemName, L"Panic Trigger3" );
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else
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swprintf( szItemName, L"Trigger%d", pItem->bFrequency - 50 );
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swprintf( szItemName, L"Trigger%d", pItem->ItemData.Trigger.BombTrigger.bFrequency - 50 );
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}
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else
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{ //action item
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if( pItem->bDetonatorType == BOMB_PRESSURE )
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if( pItem->ItemData.Trigger.bDetonatorType == BOMB_PRESSURE )
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swprintf( szItemName, L"Pressure Action" );
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else if( pItem->bFrequency == PANIC_FREQUENCY )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
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swprintf( szItemName, L"Panic Action1" );
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else if( pItem->bFrequency == PANIC_FREQUENCY_2 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
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swprintf( szItemName, L"Panic Action2" );
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else if( pItem->bFrequency == PANIC_FREQUENCY_3 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
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swprintf( szItemName, L"Panic Action3" );
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else
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swprintf( szItemName, L"Action%d", pItem->bFrequency - 50 );
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swprintf( szItemName, L"Action%d", pItem->ItemData.Trigger.BombTrigger.bFrequency - 50 );
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}
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}
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@@ -818,7 +818,7 @@ void RenderSelectedItemBlownUp()
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}
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else if( Item[ gpItem->usItem ].usItemClass == IC_KEY )
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{
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swprintf( szItemName, L"%S", LockTable[ gpItem->ubKeyID ].ubEditorName );
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swprintf( szItemName, L"%S", LockTable[ gpItem->ItemData.Key.ubKeyID ].ubEditorName );
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}
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else
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{
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