mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
265 lines
11 KiB
C++
265 lines
11 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "types.h"
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#include "pits.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "Simple Render Utils.h"
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#include "World Items.h"
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#include "SaveLoadMap.h"
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#include "Exit Grids.h"
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#include "Sys Globals.h"
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#include "strategicmap.h"
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#include "Isometric Utils.h"
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#include "overhead.h"
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#include "Sound Control.h"
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#include "animation control.h"
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#include "strategic.h"
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#include "Action Items.h"
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#endif
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//used by editor
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BOOLEAN gfShowPits = FALSE;
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BOOLEAN gfLoadPitsWithoutArming = FALSE;
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void Add3X3Pit( INT32 iMapIndex )
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{
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EXITGRID ExitGrid;
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( TRUE );
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AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE1 );
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AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE2 );
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AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE3 );
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AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE4 );
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AddObjectToTail( iMapIndex, REGWATERTEXTURE5 );
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AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE6 );
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AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE7 );
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AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE8 );
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AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE9 );
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if( !gfEditMode )
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{ //Add the exitgrids associated with the pit.
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ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX;
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ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY;
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ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1);
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ExitGrid.usGridNo = (UINT16)iMapIndex;
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AddExitGridToWorld( iMapIndex + 159, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 161, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 160, &ExitGrid );
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AddExitGridToWorld( iMapIndex, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 160, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 161, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 159, &ExitGrid );
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RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 2 );
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}
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MarkWorldDirty();
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( FALSE );
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}
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void Add5X5Pit( INT32 iMapIndex )
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{
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EXITGRID ExitGrid;
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( TRUE );
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AddObjectToTail( iMapIndex + 318, REGWATERTEXTURE10 );
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AddObjectToTail( iMapIndex + 158, REGWATERTEXTURE11 );
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AddObjectToTail( iMapIndex - 2, REGWATERTEXTURE12 );
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AddObjectToTail( iMapIndex - 162, REGWATERTEXTURE13 );
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AddObjectToTail( iMapIndex - 322, REGWATERTEXTURE14 );
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AddObjectToTail( iMapIndex + 319, REGWATERTEXTURE15 );
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AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE16 );
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AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE17 );
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AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE18 );
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AddObjectToTail( iMapIndex - 321, REGWATERTEXTURE19 );
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AddObjectToTail( iMapIndex + 320, REGWATERTEXTURE20 );
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AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE21 );
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AddObjectToTail( iMapIndex, REGWATERTEXTURE22 );
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AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE23 );
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AddObjectToTail( iMapIndex - 320, REGWATERTEXTURE24 );
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AddObjectToTail( iMapIndex + 321, REGWATERTEXTURE25 );
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AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE26 );
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AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE27 );
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AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE28 );
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AddObjectToTail( iMapIndex - 319, REGWATERTEXTURE29 );
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AddObjectToTail( iMapIndex + 322, REGWATERTEXTURE30 );
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AddObjectToTail( iMapIndex + 162, REGWATERTEXTURE31 );
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AddObjectToTail( iMapIndex + 2, REGWATERTEXTURE32 );
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AddObjectToTail( iMapIndex - 158, REGWATERTEXTURE33 );
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AddObjectToTail( iMapIndex - 318, REGWATERTEXTURE34 );
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if( !gfEditMode )
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{ //Add the exitgrids associated with the pit.
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ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX;
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ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY;
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ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1);
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ExitGrid.usGridNo = (UINT16)iMapIndex;
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AddExitGridToWorld( iMapIndex + 318, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 158, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 2, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 162, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 322, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 319, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 159, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 161, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 321, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 320, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 160, &ExitGrid );
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AddExitGridToWorld( iMapIndex, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 160, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 320, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 321, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 161, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 159, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 319, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 322, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 162, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 2, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 158, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 318, &ExitGrid );
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RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 3 );
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}
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MarkWorldDirty();
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( FALSE );
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}
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void Remove3X3Pit( INT32 iMapIndex )
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{
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RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE );
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MarkWorldDirty();
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}
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void Remove5X5Pit( INT32 iMapIndex )
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{
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RemoveAllObjectsOfTypeRange( iMapIndex + 318, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 158, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 162, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 322, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 319, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 321, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 320, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 320, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 321, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 319, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 322, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 162, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 158, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 318, REGWATERTEXTURE, REGWATERTEXTURE );
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MarkWorldDirty();
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}
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void AddAllPits()
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{
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UINT32 i;
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for( i = 0; i < guiNumWorldItems; i++ )
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{
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if( gWorldItems[ i ].o.usItem == ACTION_ITEM )
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{
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if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_SMALL_PIT )
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Add3X3Pit( gWorldItems[ i ].sGridNo );
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else if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_LARGE_PIT )
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Add5X5Pit( gWorldItems[ i ].sGridNo );
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}
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}
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}
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void RemoveAllPits()
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{
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UINT32 i;
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for( i = 0; i < guiNumWorldItems; i++ )
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{
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if( gWorldItems[ i ].o.usItem == ACTION_ITEM )
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{
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if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_SMALL_PIT )
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Remove3X3Pit( gWorldItems[ i ].sGridNo );
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else if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_LARGE_PIT )
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Remove5X5Pit( gWorldItems[ i ].sGridNo );
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}
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}
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}
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void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT16 sGridNo, INT16 sRadius )
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{
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INT16 x, y, sNewGridNo;
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UINT8 ubID;
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SOLDIERTYPE *pSoldier;
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PlayJA2Sample( CAVE_COLLAPSE, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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for( y = -sRadius; y <= sRadius; y++ ) for( x = -sRadius; x <= sRadius; x++ )
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{
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sNewGridNo = sGridNo + y * WORLD_COLS + x;
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//Validate gridno location, and check if there are any mercs here. If there are
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//any mercs, we want them to fall below. The exitgrid already exists at this location
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if( GridNoOnVisibleWorldTile( sNewGridNo ) )
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{
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// Check if buddy exists here.....
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ubID = WhoIsThere2( sNewGridNo, 0 );
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if ( ubID != NOBODY )
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{
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// OK, make guy fall...
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// Set data to look for exit grid....
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pSoldier = MercPtrs[ ubID ];
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pSoldier->uiPendingActionData4 = sNewGridNo;
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EVENT_InitNewSoldierAnim( pSoldier, FALL_INTO_PIT, 0 , FALSE );
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}
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}
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}
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}
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void HandleFallIntoPitFromAnimation( UINT8 ubID )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
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EXITGRID ExitGrid;
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INT16 sPitGridNo;
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// OK, get exit grid...
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sPitGridNo = (INT16)pSoldier->uiPendingActionData4;
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GetExitGrid( sPitGridNo, &ExitGrid );
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// Given exit grid, make buddy move to next sector....
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = ExitGrid.usGridNo;
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pSoldier->sSectorX = ExitGrid.ubGotoSectorX;
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pSoldier->sSectorY = ExitGrid.ubGotoSectorY;
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pSoldier->bSectorZ = ExitGrid.ubGotoSectorZ;
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// Remove from world......
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RemoveSoldierFromTacticalSector( pSoldier, TRUE );
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HandleSoldierLeavingSectorByThemSelf( pSoldier );
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SetSoldierHeight( pSoldier, 0 );
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}
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