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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@971 3b4a5df2-a311-0410-b5c6-a8a6f20db521
311 lines
14 KiB
C++
311 lines
14 KiB
C++
#ifndef ITEMS_H
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#define ITEMS_H
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#include "Item Types.h"
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#include "Soldier Control.h"
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#include "Overhead Types.h"
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// Snap: Moved here from opplist.cpp
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// These defined are no longer used to calculate item bonuses,
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// but for lack of anything better, they are still used in other places
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#define NIGHTSIGHTGOGGLES_BONUS 2 * STRAIGHT_RATIO
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#define UVGOGGLES_BONUS 4 * STRAIGHT_RATIO
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extern UINT8 SlotToPocket[7];
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// WDS - Clean up inventory handling
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class SOLDIERTYPE;
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extern BOOLEAN WeaponInHand( SOLDIERTYPE * pSoldier );
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extern INT8 FindObj( SOLDIERTYPE * pSoldier, UINT16 usItem );
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INT8 FindAmmo( SOLDIERTYPE * pSoldier, UINT8 ubCalibre, UINT8 ubMagSize, INT8 bExcludeSlot );
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extern INT8 FindAttachment( OBJECTTYPE * pObj, UINT16 usItem );
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extern INT8 FindObjClass( SOLDIERTYPE * pSoldier, UINT32 usItemClass );
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extern INT8 FindObjClassAfterSlot( SOLDIERTYPE * pSoldier, INT8 bStart, UINT32 usItemClass );
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extern INT8 FindAIUsableObjClass( SOLDIERTYPE * pSoldier, UINT32 usItemClass );
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extern INT8 FindAIUsableObjClassWithin( SOLDIERTYPE * pSoldier, UINT32 usItemClass, INT8 bLower, INT8 bUpper );
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extern INT8 FindEmptySlotWithin( SOLDIERTYPE * pSoldier, INT8 bLower, INT8 bUpper );
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extern INT8 FindExactObj( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj );
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extern INT8 FindObjInObjRange( SOLDIERTYPE * pSoldier, UINT16 usItem1, UINT16 usItem2 );
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extern INT8 FindLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon );
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extern INT8 FindGLGrenade( SOLDIERTYPE * pSoldier );
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extern INT8 FindThrowableGrenade( SOLDIERTYPE * pSoldier );
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extern INT8 FindUsableObj( SOLDIERTYPE * pSoldier, UINT16 usItem );
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extern void DeleteObj(OBJECTTYPE * pObj );
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extern void CopyObj( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj );
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extern void SwapObjs( OBJECTTYPE * pObj1, OBJECTTYPE * pObj2 );
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extern void SwapWithinObj( OBJECTTYPE * pObj, UINT8 ubIndex1, UINT8 ubIndex2 );
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extern void RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex );
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//Returns true if swapped, false if added to end of stack
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extern BOOLEAN PlaceObjectAtObjectIndex( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj, UINT8 ubIndex );
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extern void GetObjFrom( OBJECTTYPE * pObj, UINT8 ubGetIndex, OBJECTTYPE * pDest );
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extern BOOLEAN AttachObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pTargetObj, OBJECTTYPE * pAttachment, BOOLEAN playSound );
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extern BOOLEAN AttachObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pTargetObj, OBJECTTYPE * pAttachment );
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extern BOOLEAN RemoveAttachment( OBJECTTYPE * pObj, INT8 bAttachPos, OBJECTTYPE * pNewObj );
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extern UINT8 CalculateObjectWeight( OBJECTTYPE *pObject );
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extern UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier );
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extern UINT16 TotalPoints( OBJECTTYPE * pObj );
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extern UINT16 UseKitPoints( OBJECTTYPE * pObj, UINT16 usPoints, SOLDIERTYPE *pSoldier );
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extern BOOLEAN EmptyWeaponMagazine( OBJECTTYPE * pWeapon, OBJECTTYPE *pAmmo );
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extern BOOLEAN CreateItem( UINT16 usItem, INT8 bStatus, OBJECTTYPE * pObj );
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extern BOOLEAN CreateItems( UINT16 usItem, INT8 bStatus, UINT8 ubNumber, OBJECTTYPE * pObj );
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extern BOOLEAN CreateMoney( UINT32 uiMoney, OBJECTTYPE * pObj );
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extern UINT16 DefaultMagazine( UINT16 usItem );
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UINT16 RandomMagazine( UINT16 usItem, UINT8 ubPercentStandard );
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UINT16 RandomMagazine( OBJECTTYPE * pGun, UINT8 ubPercentStandard );
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extern BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo );
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UINT8 ItemSlotLimit( UINT16 usItem, INT8 bSlot );
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// Function to put an item in a soldier profile
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// It's very primitive, just finds an empty place!
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BOOLEAN PlaceObjectInSoldierProfile( UINT8 ubProfile, OBJECTTYPE *pObject );
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BOOLEAN RemoveObjectFromSoldierProfile( UINT8 ubProfile, UINT16 usItem );
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INT8 FindObjectInSoldierProfile( UINT8 ubProfile, UINT16 usItem );
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BOOLEAN ObjectExistsInSoldierProfile( UINT8 ubProfile, UINT16 usItem );
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void SetMoneyInSoldierProfile( UINT8 ubProfile, UINT32 uiMoney );
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void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage );
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BOOLEAN ArmBomb( OBJECTTYPE * pObj, INT8 bSetting );
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// NOTE TO ANDREW:
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//
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// The following functions expect that pObj points to the object
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// "in the cursor", which should have memory allocated for it already
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BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj );
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// Send fNewItem to true to set off new item glow in inv panel
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BOOLEAN AutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem );
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BOOLEAN RemoveObjectFromSlot( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj );
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void RemoveInvObject( SOLDIERTYPE *pSoldier, UINT16 usItem );
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UINT8 SwapKeysToSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, OBJECTTYPE * pObj );
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// create a keyobject
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BOOLEAN CreateKeyObject( OBJECTTYPE * pObj , UINT8 ubNumberOfKeys, UINT8 ubKeyIdValue );
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BOOLEAN DeleteKeyObject( OBJECTTYPE * pObj );
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BOOLEAN AllocateObject( OBJECTTYPE **pObj );
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// removes a key from a *KEYRING* slot
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BOOLEAN RemoveKeyFromSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, OBJECTTYPE * pObj );
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// take several
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BOOLEAN RemoveKeysFromSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, UINT8 ubNumberOfKeys ,OBJECTTYPE * pObj );
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// add the keys to an inventory slot
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UINT8 AddKeysToSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, OBJECTTYPE * pObj );
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//Kris: December 9, 1997
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//I need a bunch of validation functions for ammo, attachments, etc., so I'll be adding them here.
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//Chris, maybe you might find these useful, or add your own. I don't really know what I'm doing yet,
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//so feel free to correct me...
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//Simple check to see if the item has any attachments
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BOOLEAN ItemHasAttachments( OBJECTTYPE *pItem );
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//Determine if this item can receive this attachment. This is different, in that it may
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//be possible to have this attachment on this item, but may already have an attachment on
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//it which doesn't work simultaneously with the new attachment (like a silencer and duckbill).
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BOOLEAN ValidItemAttachment( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN fAttemptingAttachment );
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BOOLEAN ValidItemAttachment( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN fAttemptingAttachment, BOOLEAN fDisplayMessage );
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// Determines if it is possible to merge an item with any item whose class
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// is the same as the indicated item
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BOOLEAN ValidAttachmentClass( UINT16 usAttachment, UINT16 usItem );
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//Determines if it is possible to equip this weapon with this ammo.
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BOOLEAN ValidAmmoType( UINT16 usItem, UINT16 usAmmoType );
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//Determines if this item is a two handed item.
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BOOLEAN TwoHandedItem( UINT16 usItem );
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//Existing functions without header def's, added them here, just incase I'll need to call
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//them from the editor.
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BOOLEAN ValidAttachment( UINT16 usAttachment, UINT16 usItem );
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UINT8 AttachmentAPCost( UINT16 usAttachment, UINT16 usItem );
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BOOLEAN ValidLaunchable( UINT16 usLaunchable, UINT16 usItem );
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UINT16 GetLauncherFromLaunchable( UINT16 usLaunchable );
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BOOLEAN ValidMerge( UINT16 usMerge, UINT16 usItem );
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BOOLEAN EvaluateValidMerge( UINT16 usMerge, UINT16 usItem, UINT16 * pusResult, UINT16 * pusResult2, UINT8 * pubType, UINT8 * pubAPCost );
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// is the item passed a medical/ first aid kit? and what type?
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INT8 IsMedicalKitItem( OBJECTTYPE *pObject );
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BOOLEAN AutoReload( SOLDIERTYPE * pSoldier );
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INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot );
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void SwapOutHandItem( SOLDIERTYPE * pSoldier );
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void SwapHandItems( SOLDIERTYPE * pSoldier );
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INT8 FindAttachmentByClass( OBJECTTYPE * pObj, UINT32 uiItemClass );
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void RemoveObjs( OBJECTTYPE * pObj, UINT8 ubNumberToRemove );
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void WaterDamage( SOLDIERTYPE *pSoldier );
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INT8 FindObjWithin( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 bLower, INT8 bUpper );
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BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs );
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UINT32 ConvertProfileMoneyValueToObjectTypeMoneyValue( UINT8 ubStatus );
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UINT8 ConvertObjectTypeMoneyValueToProfileMoneyValue( UINT32 uiMoneyAmount );
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BOOLEAN CheckForChainReaction( UINT16 usItem, INT8 bStatus, INT8 bDamage, BOOLEAN fOnGround );
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BOOLEAN ItemIsLegal( UINT16 usItemIndex );
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BOOLEAN ExtendedGunListGun( UINT16 usGun );
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UINT16 StandardGunListReplacement( UINT16 usGun );
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UINT16 FindReplacementMagazine( UINT8 ubCalibre, UINT8 ubMagSize, UINT8 ubAmmoType);
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UINT16 FindReplacementMagazineIfNecessary( UINT16 usOldGun, UINT16 usOldAmmo, UINT16 usNewGun );
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BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT16 sGridNo, INT8 bLevel, INT32 iDamage, UINT8 ubOwner );
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BOOLEAN ApplyCanteen( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs );
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BOOLEAN ApplyElixir( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs );
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BOOLEAN CompatibleFaceItem( UINT16 usItem1, UINT16 usItem2 );
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UINT32 MoneySlotLimit( INT8 bSlot );
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void CheckEquipmentForFragileItemDamage( SOLDIERTYPE *pSoldier, INT32 iDamage );
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// Range of Xray device
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#define XRAY_RANGE 40
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// Seconds that Xray lasts
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#define XRAY_TIME 5
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extern void ActivateXRayDevice( SOLDIERTYPE * pSoldier );
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extern void TurnOffXRayEffects( SOLDIERTYPE * pSoldier );
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extern INT8 FindLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
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void DamageObj( OBJECTTYPE * pObj, INT8 bAmount );
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UINT16 MagazineClassIndexToItemType(UINT16 usMagIndex);
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// Item property-related stuff added by Madd Mugsy
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BOOLEAN IsScoped( const OBJECTTYPE * pObj );
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INT16 GetAimBonus( OBJECTTYPE * pObj, INT32 iRange, UINT8 ubAimTime );
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INT16 GetMinAimBonusRange( OBJECTTYPE * pObj );
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INT16 GetToHitBonus( OBJECTTYPE * pObj, INT32 iRange, UINT8 bLightLevel, BOOLEAN fProneStance = FALSE );
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UINT32 FindRangeBonusAttachment( OBJECTTYPE * pObj );
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INT16 GetRangeBonus( OBJECTTYPE * pObj );
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INT16 GetBurstToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
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INT16 GetDamageBonus( OBJECTTYPE * pObj );
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INT16 GetMeleeDamageBonus( OBJECTTYPE * pObj );
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INT16 GetPercentAPReduction( OBJECTTYPE * pObj );
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INT16 GetPercentAutofireAPReduction( OBJECTTYPE * pObj );
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INT16 GetPercentBurstFireAPReduction( OBJECTTYPE * pObj );
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INT16 GetPercentReadyTimeAPReduction( OBJECTTYPE * pObj );
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INT16 GetPercentReloadTimeAPReduction( OBJECTTYPE * pObj );
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INT16 GetAutoToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
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INT16 GetRateOfFireBonus( OBJECTTYPE * pObj );
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INT16 GetBurstSizeBonus( OBJECTTYPE * pObj );
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BOOLEAN HasFastBurst( OBJECTTYPE * pObj );
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INT16 GetMagSizeBonus( OBJECTTYPE * pObj );
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// Snap: GetTotalVisionRangeBonus checks for light levels
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// and returns cumulative bonus from the following functions:
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//
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// GetVisionRangeBonus applies to all light levels
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// GetNightVisionRangeBonus: bLightLevel > NORMAL_LIGHTLEVEL_DAY, above ground only
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// GetCaveVisionRangeBonus: bLightLevel > NORMAL_LIGHTLEVEL_DAY, underground only
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// GetDayVisionRangeBonus: NORMAL_LIGHTLEVEL_DAY <= bLightLevel < NORMAL_LIGHTLEVEL_NIGHT
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// GetBrightLightVisionRangeBonus: bLightLevel < NORMAL_LIGHTLEVEL_DAY
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// (remember: darker is higher!)
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INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel );
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// Snap: Scale night vision bonus with light level
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INT16 NightBonusScale( INT16 bonus, UINT8 bLightLevel );
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UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier );
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BOOLEAN HasThermalOptics( SOLDIERTYPE * pSoldier );
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INT8 FindHearingAid( SOLDIERTYPE * pSoldier );
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INT16 GetHearingRangeBonus( SOLDIERTYPE * pSoldier );
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INT8 IsGrenadeLauncher( OBJECTTYPE * pObj );
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INT8 GetGrenadeLauncherStatus( OBJECTTYPE * pObj );
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BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj );
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INT8 FindAttachment_GrenadeLauncher( OBJECTTYPE * pObj );
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UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj );
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INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier );
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INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier );
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INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon );
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INT8 FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
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UINT16 PickARandomLaunchable(UINT16 itemIndex);
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BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
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INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
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BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
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BOOLEAN IsDetonator( OBJECTTYPE * pObj );
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BOOLEAN IsDuckbill( OBJECTTYPE * pObj );
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// Snap: Returns CUMULATIVE noise volume modifier, with component status factored in.
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// Noise volume is then calculated as volume * GetPercentNoiseVolume / 100
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UINT16 GetPercentNoiseVolume( OBJECTTYPE * pObj );
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INT8 FindFirstArmourAttachment( OBJECTTYPE * pObj );
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INT16 GetAttachedArmourBonus( OBJECTTYPE * pObj );
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INT16 GetBulletSpeedBonus( OBJECTTYPE * pObj );
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INT8 FindGasMask( SOLDIERTYPE * pSoldier );
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INT8 FindLockBomb( SOLDIERTYPE * pSoldier );
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INT8 FindMetalDetector( SOLDIERTYPE * pSoldier );
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INT8 FindCannon( SOLDIERTYPE * pSoldier );
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INT8 FindUsableCrowbar( SOLDIERTYPE * pSoldier );
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INT8 FindToolkit( SOLDIERTYPE * pSoldier );
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BOOLEAN IsDetonatorAttached( OBJECTTYPE * pObj );
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BOOLEAN IsRemoteDetonatorAttached( OBJECTTYPE * pObj );
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INT8 FindAttachedBatteries( OBJECTTYPE * pObj );
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INT8 FindMedKit( SOLDIERTYPE * pSoldier );
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INT8 FindFirstAidKit( SOLDIERTYPE * pSoldier );
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INT8 FindLocksmithKit( SOLDIERTYPE * pSoldier );
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INT8 FindCamoKit( SOLDIERTYPE * pSoldier );
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INT8 FindWalkman( SOLDIERTYPE * pSoldier );
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INT8 FindTrigger( SOLDIERTYPE * pSoldier );
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INT8 FindRemoteControl( SOLDIERTYPE * pSoldier );
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INT16 GetWornCamo( SOLDIERTYPE * pSoldier );
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INT16 GetCamoBonus( OBJECTTYPE * pObj );
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INT16 GetWornStealth( SOLDIERTYPE * pSoldier );
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INT16 GetStealthBonus( OBJECTTYPE * pObj );
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void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier);
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INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, UINT8 ubAimTime);
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INT16 GetGearToHitBonus( SOLDIERTYPE * pSoldier );
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INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier );
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UINT16 GetFirstExplosiveOfType(UINT16 expType);
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INT8 FindSunGoggles( SOLDIERTYPE * pSoldier, INT16 bonusToBeat );
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INT8 FindNightGoggles( SOLDIERTYPE * pSoldier, INT16 bonusToBeat );
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INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj );
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UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier);
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INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier );
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INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj );
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INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier );
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INT16 GetDesertCamoBonus( OBJECTTYPE * pObj );
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INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier );
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INT16 GetSnowCamoBonus( OBJECTTYPE * pObj );
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#endif
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