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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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@@ -764,7 +764,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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for( ubObjectInPocketCounter = 0; ubObjectInPocketCounter < ubItemsInPocket; ubObjectInPocketCounter++ )
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{
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// jammed gun?
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if ( ( Item[ pSoldier -> inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pSoldier -> inv[ bPocket ].bGunAmmoStatus < 0 ) )
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if ( ( Item[ pSoldier -> inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pSoldier -> inv[ bPocket ].ItemData.Gun.bGunAmmoStatus < 0 ) )
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{
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return( TRUE );
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}
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@@ -782,7 +782,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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for( ubObjectInPocketCounter = 0; ubObjectInPocketCounter < ubItemsInPocket; ubObjectInPocketCounter++ )
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{
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// if it's repairable and NEEDS repairing
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if ( IsItemRepairable( pObj->usItem, pObj->bStatus[ubObjectInPocketCounter] ) )
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if ( IsItemRepairable( pObj->usItem, pObj->ItemData.Generic.bStatus[ubObjectInPocketCounter] ) )
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{
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return( TRUE );
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}
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@@ -818,7 +818,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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for ( bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++ )
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{
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// the object a weapon? and jammed?
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if ( ( Item[ pOtherSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOtherSoldier->inv[ bPocket ].bGunAmmoStatus < 0 ) )
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if ( ( Item[ pOtherSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOtherSoldier->inv[ bPocket ].ItemData.Gun.bGunAmmoStatus < 0 ) )
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{
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return( TRUE );
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}
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@@ -2981,7 +2981,7 @@ INT8 FindRepairableItemOnOtherSoldier( SOLDIERTYPE * pSoldier, UINT8 ubPassType
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pObj = &( pSoldier->inv[ bSlotToCheck ] );
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for ( bLoop2 = 0; bLoop2 < pSoldier->inv[ bSlotToCheck ].ubNumberOfObjects; bLoop2++ )
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{
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if ( IsItemRepairable( pObj->usItem, pObj->bStatus[bLoop2] ) )
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if ( IsItemRepairable( pObj->usItem, pObj->ItemData.Generic.bStatus[bLoop2] ) )
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{
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return( bSlotToCheck );
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}
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@@ -3074,16 +3074,16 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
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for ( ubLoop = 0; ubLoop < ubItemsInPocket; ubLoop++ )
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{
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// if it's repairable and NEEDS repairing
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if ( IsItemRepairable( pObj->usItem, pObj->bStatus[ubLoop] ) )
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if ( IsItemRepairable( pObj->usItem, pObj->ItemData.Generic.bStatus[ubLoop] ) )
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{
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// repairable, try to repair it
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//void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 * pbStatus, UINT8 * pubRepairPtsLeft )
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DoActualRepair( pSoldier, pObj->usItem, &(pObj->bStatus[ ubLoop ]), pubRepairPtsLeft );
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DoActualRepair( pSoldier, pObj->usItem, &(pObj->ItemData.Generic.bStatus[ ubLoop ]), pubRepairPtsLeft );
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fSomethingWasRepaired = TRUE;
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if ( pObj->bStatus[ ubLoop ] == 100 )
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if ( pObj->ItemData.Generic.bStatus[ ubLoop ] == 100 )
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{
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// report it as fixed
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if ( pSoldier == pOwner )
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@@ -11545,13 +11545,13 @@ BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSold
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for (bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
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{
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// the object a weapon? and jammed?
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if ( ( Item[ pOwnerSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOwnerSoldier->inv[ bPocket ].bGunAmmoStatus < 0 ) )
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if ( ( Item[ pOwnerSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOwnerSoldier->inv[ bPocket ].ItemData.Gun.bGunAmmoStatus < 0 ) )
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{
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if ( *pubRepairPtsLeft >= gGameExternalOptions.ubRepairCostPerJam )
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{
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*pubRepairPtsLeft -= gGameExternalOptions.ubRepairCostPerJam;
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pOwnerSoldier->inv [ bPocket ].bGunAmmoStatus *= -1;
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pOwnerSoldier->inv [ bPocket ].ItemData.Gun.bGunAmmoStatus *= -1;
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// MECHANICAL/DEXTERITY GAIN: Unjammed a gun
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StatChange( pRepairSoldier, MECHANAMT, 5, FALSE );
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