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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
174 lines
3.4 KiB
C
174 lines
3.4 KiB
C
#ifndef _INIT_H
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#define _INIT_H
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UINT32 InitializeJA2( );
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void ShutdownJA2( );
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BOOLEAN LoadExternalGameplayData(STR directoryName);
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void SetupMaxActionPointsAnimation();
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//This is an enum to reference to array of ints that holds the values for all these constants. Gotthard 1/18/07
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enum {
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AP_MAXIMUM,
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AP_MINIMUM,
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MIN_APS_TO_INTERRUPT,
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AP_MONSTER_MAXIMUM,
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AP_VEHICLE_MAXIMUM,
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MAX_AP_CARRIED,
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AP_YOUNG_MONST_FACTOR,
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AP_MONST_FRENZY_FACTOR,
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AP_CLAUSTROPHOBE,
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AP_AFRAID_OF_INSECTS,
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AP_EXCHANGE_PLACES,
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AP_REVERSE_MODIFIER,
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AP_STEALTH_MODIFIER,
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AP_STEAL_ITEM,
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AP_TAKE_BLOOD,
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AP_TALK,
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AP_MOVEMENT_FLAT,
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AP_MOVEMENT_GRASS,
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AP_MOVEMENT_BUSH,
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AP_MOVEMENT_RUBBLE,
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AP_MOVEMENT_SHORE,
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AP_MOVEMENT_LAKE,
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AP_MOVEMENT_OCEAN,
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AP_MODIFIER_RUN,
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AP_MODIFIER_WALK,
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AP_MODIFIER_SWAT,
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AP_MODIFIER_CRAWL,
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AP_MODIFIER_PACK,
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AP_MODIFIER_READY,
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AP_CHANGE_FACING,
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AP_CHANGE_TARGET,
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AP_TOSS_ITEM,
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AP_REFUEL_VEHICLE,
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AP_RADIO,
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AP_CROUCH,
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AP_PRONE,
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AP_LOOK_STANDING,
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AP_LOOK_CROUCHED,
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AP_LOOK_PRONE,
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AP_READY_KNIFE,
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AP_READY_DUAL,
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AP_MIN_AIM_ATTACK,
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AP_DROP_BOMB,
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AP_RELOAD_GUN,
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AP_START_FIRST_AID,
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AP_START_REPAIR,
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AP_GET_WOUNDED_DIVISOR,
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AP_FALL_DOWN,
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AP_OPEN_DOOR,
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AP_PICKLOCK,
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AP_EXAMINE_DOOR,
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AP_BOOT_DOOR,
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AP_USE_CROWBAR,
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AP_UNLOCK_DOOR,
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AP_LOCK_DOOR,
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AP_EXPLODE_DOOR,
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AP_UNTRAP_DOOR,
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AP_USEWIRECUTTERS,
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AP_CLIMBROOF,
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AP_CLIMBOFFROOF,
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AP_JUMPFENCE,
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AP_JUMPFENCEBPACK,
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AP_USE_REMOTE,
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AP_PULL_TRIGGER,
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AP_PUNCH,
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AP_PICKUP_ITEM,
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AP_GIVE_ITEM,
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AP_BURY_MINE,
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AP_DISARM_MINE,
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AP_DRINK,
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AP_CAMOFLAGE,
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AP_START_RUN_COST,
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AP_ATTACH_CAN,
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AP_JUMP_OVER,
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AP_BACK_PACK,
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AP_OPEN_ZIPPER,
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AP_CLOSE_ZIPPER,
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AP_CLICK_AIM,
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// HEADROCK HAM 3.1: Eight different settings for each aiming click with a scope.
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AP_FIRST_CLICK_AIM_SCOPE,
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AP_SECOND_CLICK_AIM_SCOPE,
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AP_THIRD_CLICK_AIM_SCOPE,
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AP_FOURTH_CLICK_AIM_SCOPE,
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AP_FIFTH_CLICK_AIM_SCOPE,
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AP_SIXTH_CLICK_AIM_SCOPE,
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AP_SEVENTH_CLICK_AIM_SCOPE,
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AP_EIGHTH_CLICK_AIM_SCOPE,
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AP_RELOAD_LOOSE,
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AP_UNJAM,
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AP_JUMPWINDOW, //WANNE: jump window APs
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AP_WRONG_MAG,
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AP_MAX_SUPPRESSED,
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AP_MAX_TURN_SUPPRESSED,
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AP_MIN_LIMIT,
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AP_LOST_PER_MORALE_DROP,
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AP_SUPPRESSION_MOD,
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// HEADROCK HAM 3.5: Ratio of AP loss to Suppression Shock gain.
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AP_SUPPRESSION_SHOCK_DIVISOR,
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// HEADROCK HAM 3.3: AP loss per point of damage, inflicted when a character is knocked down by a hit to the legs.
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AP_LOSS_PER_LEGSHOT_DAMAGE,
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AUTOFIRE_SHOTS_AP_VALUE,
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BAD_AP_COST,
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DEFAULT_APS,
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DEFAULT_AIMSKILL,
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BP_RATIO_RED_PTS_TO_NORMAL,
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BP_RUN_ENERGYCOSTFACTOR,
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BP_WALK_ENERGYCOSTFACTOR,
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BP_SWAT_ENERGYCOSTFACTOR,
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BP_CRAWL_ENERGYCOSTFACTOR,
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BP_RADIO,
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BP_USE_DETONATOR,
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BP_PER_AP_NO_EFFORT,
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BP_PER_AP_MIN_EFFORT,
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BP_PER_AP_LT_EFFORT,
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BP_PER_AP_MOD_EFFORT,
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BP_MOVEMENT_FLAT,
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BP_MOVEMENT_GRASS,
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BP_MOVEMENT_BUSH,
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BP_MOVEMENT_RUBBLE,
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BP_MOVEMENT_SHORE,
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BP_MOVEMENT_LAKE,
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BP_MOVEMENT_OCEAN,
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BP_MOVEMENT_READY,
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BP_CROUCH,
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BP_PRONE,
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BP_CLIMBROOF,
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BP_CLIMBOFFROOF,
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BP_JUMPFENCE,
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BP_JUMPFENCEBPACK,
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BP_STEAL_ITEM,
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BP_START_FIRST_AID,
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BP_GET_HIT,
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BP_GET_WOUNDED,
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BP_FALL_DOWN,
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BP_OPEN_DOOR,
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BP_PICKLOCK,
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BP_EXAMINE_DOOR,
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BP_BOOT_DOOR,
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BP_USE_CROWBAR,
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BP_UNLOCK_DOOR,
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BP_EXPLODE_DOOR,
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BP_UNTRAP_DOOR,
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BP_LOCK_DOOR,
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BP_USEWIRECUTTERS,
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BP_DROP_BOMB,
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BP_BURY_MINE,
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BP_DISARM_MINE,
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BP_JUMP_OVER,
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BP_BACK_PACK,
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BP_WORK_ZIPPER,
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BP_UNJAM,
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BP_JUMPOFFWALL,
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BP_JUMPWALL,
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AP_JUMPWALL,
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AP_JUMPOFFWALL,
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TOTAL_APBP_VALUES
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};
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#endif
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