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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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@@ -553,7 +553,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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{
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fLAW = FALSE;
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}
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pItem->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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pItem->ItemData.Gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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break;
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case IC_AMMO:
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bAmmoClips = 0;
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@@ -563,7 +563,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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bKnifeClass = 0;
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break;
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case IC_LAUNCHER:
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pItem->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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pItem->ItemData.Gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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fGrenadeLauncher = FALSE;
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if (fMortar || fRPG)
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{
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@@ -660,8 +660,8 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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usGunIndex = pp->Inv[ i ].usItem;
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ubChanceStandardAmmo = 100 - (bWeaponClass * -9); // weapon class is negative!
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usAmmoIndex = RandomMagazine( usGunIndex, ubChanceStandardAmmo );
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pp->Inv[ i ].ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ i ].usGunAmmoItem = usAmmoIndex;
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pp->Inv[ i ].ItemData.Gun.ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ i ].ItemData.Gun.usGunAmmoItem = usAmmoIndex;
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if ( Item[usGunIndex].fingerprintid )
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{
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@@ -903,7 +903,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Set bullets"));
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//set bullets = to magsize including any attachments (c-mag adapters, etc)
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pp->Inv[ HANDPOS ].ubGunShotsLeft = GetMagSize(&pp->Inv[ HANDPOS ]);
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pp->Inv[ HANDPOS ].ItemData.Gun.ubGunShotsLeft = GetMagSize(&pp->Inv[ HANDPOS ]);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: choose ammo"));
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if( bAmmoClips )
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@@ -929,8 +929,8 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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//}
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usAmmoIndex = RandomMagazine( &pp->Inv[HANDPOS], ubChanceStandardAmmo );
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pp->Inv[ HANDPOS ].ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ HANDPOS ].usGunAmmoItem = usAmmoIndex;
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pp->Inv[ HANDPOS ].ItemData.Gun.ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
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pp->Inv[ HANDPOS ].ItemData.Gun.usGunAmmoItem = usAmmoIndex;
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}
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//Ammo
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@@ -2845,7 +2845,7 @@ void ReplaceExtendedGuns( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass )
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{
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// have to replace! but first (ugh) must store backup (b/c of attachments)
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CopyObj( &(pp->Inv[ uiLoop ]), &OldObj );
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CreateItem( usNewGun, OldObj.bGunStatus, &(pp->Inv[ uiLoop ]) );
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CreateItem( usNewGun, OldObj.ItemData.Gun.bGunStatus, &(pp->Inv[ uiLoop ]) );
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pp->Inv[ uiLoop ].fFlags = OldObj.fFlags;
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// copy any valid attachments; for others, just drop them...
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