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- allows creating of complex tripwire networks, that behave differently depending on where they are activated. Different networks can overlap, allowing a wide range of trap network designs - added network-specific view methods (ALT + Shift + C) - added new dialogues when planting tripwire New feature: remote defusing of mines (by Flugente) - the new items Remote Defuse and Remote Combo allow to remotely defuse a bomb that has been planted. Simply select a frequency for defusing upon planting the mine. This frequency is of course treated differently than a detonation frequency. New feature: directional frag explosions (by Flugente) - the tag <Directional>1</Directional> in Items.xml allows an explosive to be directional. Frags caused by its explosion will fly in the direction determined by the merc planting them. - the tags <ubHorizontalDegree> and <ubVerticalDegree> in Explosives.xml determine the arc in which the frags will fly. New feature: makeshift mines (by Flugente) - you can now create mines out of grenades: simply merge tripwire with them. You can then use them like regular mines. They can also be activated by your tripwire networks. - With a simple item transformation in the UDB, you can transform a makeshift mine back to a grenade and a piece of tripwire. Minor changes (by Flugente) - metal detector now only works if used in hands - wire cutters give a bonus if in hands while defusing tripwire or tripwire-activatable mines/bombs - added new message boxes with 8 and 16 buttons - increased the maximum number of bullets that can be on screen from 200 to 1000 (necessary for mass claymore explosions) - the tags <Detonator> and <RemoteDetonator> are not used anymore, as those properties can be set via flags in <AttachmentClass>. For now, they still remain in the xmls though. WARNING! This will break savegame compatibility! More infos on those features: 1st post: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303556&#Post303556 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5217 3b4a5df2-a311-0410-b5c6-a8a6f20db521
53 lines
1.4 KiB
C
53 lines
1.4 KiB
C
#ifndef _DISPLAY_COVER__H_
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#define _DISPLAY_COVER__H_
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void DisplayCoverOfSelectedGridNo( );
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void RemoveCoverOfSelectedGridNo();
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void DisplayRangeToTarget( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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void DisplayCover(const BOOLEAN& forceUpdate = FALSE);
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void SwitchToMercView();
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void SwitchToEnemyView();
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void SwitchViewOff();
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void ToggleMercView();
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void ToggleEnemyView();
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void SwitchCoverDrawMode();
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void RemoveVisibleGridNoAtSelectedGridNo();
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void DisplayGridNoVisibleToSoldierGrid( );
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#define DC_MAX_COVER_RANGE 43 //31
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#define DC__SOLDIER_VISIBLE_RANGE 43 //31
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#define DC__MIN_SIZE 4
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#define DC__MAX_SIZE 21 //11
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#ifdef JA2TESTVERSION
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void DisplayLosAndDisplayCoverUsageScreenMsg();
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#endif
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void ChangeSizeOfDisplayCover( INT32 iNewSize );
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void ChangeSizeOfLOS( INT32 iNewSize );
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//ddd for optimize oppponent turn
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INT8 CalcCoverForGridNoBasedOnTeamKnownEnemies( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, INT8 bStance );
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//ddd for optimize oppponent turn
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// ----------------------------- Mines display after this ----------------------------------------
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// added by Flugente: display of mine, bombs and tripwire
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void DisplayMines(const BOOLEAN& forceUpdate = FALSE);
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void SwitchToTrapNetworkView();
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void SwitchToHostileTrapsView();
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void SwitchMineViewOff();
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void ToggleTrapNetworkView();
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void ToggleHostileTrapsView();
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void SwitchMinesDrawModeForNetworks();
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#endif
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