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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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@@ -2478,7 +2478,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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#ifdef TESTDUDEXPLOSIVES
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if ( sZ != 0 || pObject->fInWater )
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#else
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if ( sZ != 0 || pObject->fInWater || ( pObj->bStatus[0] >= USABLE && ( PreRandom( 100 ) < (UINT32) pObj->bStatus[0] + PreRandom( 50 ) ) ) )
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if ( sZ != 0 || pObject->fInWater || ( pObj->ItemData.Generic.bStatus[0] >= USABLE && ( PreRandom( 100 ) < (UINT32) pObj->ItemData.Generic.bStatus[0] + PreRandom( 50 ) ) ) )
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#endif
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{
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fDoImpact = TRUE;
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@@ -2488,7 +2488,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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#ifdef TESTDUDEXPLOSIVES
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if ( 1 )
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#else
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if ( pObj->bStatus[0] >= USABLE && PreRandom(100) < (UINT32) pObj->bStatus[0] + PreRandom( 50 ) )
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if ( pObj->ItemData.Generic.bStatus[0] >= USABLE && PreRandom(100) < (UINT32) pObj->ItemData.Generic.bStatus[0] + PreRandom( 50 ) )
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#endif
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{
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iTrapped = PreRandom( 4 ) + 2;
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@@ -2499,8 +2499,8 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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// Start timed bomb...
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usFlags |= WORLD_ITEM_ARMED_BOMB;
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pObj->bDetonatorType = BOMB_TIMED;
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pObj->bDelay = (INT8)( 1 + PreRandom( 2 ) );
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pObj->ItemData.Trigger.bDetonatorType = BOMB_TIMED;
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pObj->ItemData.Trigger.BombTrigger.bDelay = (INT8)( 1 + PreRandom( 2 ) );
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}
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// ATE: If we have collided with roof last...
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