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New feature: Covert ops
- you can disguise members of your team as civilians or soldiers and, if careful, avoid detection by the enemy. - For more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/309312/New_feature_Covert_operations.html#Post309312 - GameDir revision >= 1529 is needed for this feature - fixed a bug that could cause inventory items to be treated like armed bombs - bloodcats can now be skinned git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5529 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -13148,11 +13148,11 @@ void BombInventoryMessageBoxCallBack( UINT8 ubExitValue )
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( gpItemDescSoldier, DEMOLITIONS_NT ))
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{
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// increase trap level for Demolitions trait
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gpItemDescSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpItemDescSoldier ) / 20) + (EffectiveExpLevel( gpItemDescSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
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(*gpItemDescObject)[0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpItemDescSoldier ) / 20) + (EffectiveExpLevel( gpItemDescSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
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}
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else
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{
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gpItemDescSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpItemDescSoldier ) / 20) + (EffectiveExpLevel( gpItemDescSoldier ) / 3) );
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(*gpItemDescObject)[0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpItemDescSoldier ) / 20) + (EffectiveExpLevel( gpItemDescSoldier ) / 3) );
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}
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// Flugente: We armed a bomb in our inventory. We will NOT add it to the item pool and the world bombs.
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@@ -13164,8 +13164,8 @@ void BombInventoryMessageBoxCallBack( UINT8 ubExitValue )
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// so we add 2 to all owner IDs passed through here and subtract 2 later
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//if (gpItemDescSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
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{
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gTempObject[0]->data.misc.ubBombOwner = gpItemDescSoldier->ubID + 2;
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gTempObject[0]->data.ubDirection = gpItemDescSoldier->ubDirection; // Flugente: direction of bomb is direction of soldier
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(*gpItemDescObject)[0]->data.misc.ubBombOwner = gpItemDescSoldier->ubID + 2;
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(*gpItemDescObject)[0]->data.ubDirection = gpItemDescSoldier->ubDirection; // Flugente: direction of bomb is direction of soldier
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//AddItemToPool( gsTempGridNo, &gTempObject, VISIBLE, gpItemDescSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
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}
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