src/game/Tactical/Handle_Items.cc
static void SetOffBoobyTrapInMapScreen(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObject)
{
	UINT8 ubPtsDmg = 0;

	// check if trapped item is an explosive, if so then up the amount of dmg
	if( ( pObject -> usItem == TNT )|| (  pObject -> usItem == RDX ) )
	{
		// for explosive
		ubPtsDmg = 0;
	}
	else
	{
		// normal mini grenade dmg
		ubPtsDmg = 0;
	}

	// injure the inventory character
	SoldierTakeDamage(pSoldier, ubPtsDmg, ubPtsDmg, TAKE_DAMAGE_EXPLOSION, NULL);

	// play the sound
	PlayJA2Sample(EXPLOSION_1, BTNVOLUME, 1, MIDDLEPAN);
}
// set off the booby trap in mapscreen
set off the booby trap in mapscreen
set off the booby trap in mapscreen
static void SetOffBoobyTrapInMapScreen(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObject)
{
	UINT8 ubPtsDmg = 0;
	if( ( pObject -> usItem == TNT )|| (  pObject -> usItem == RDX ) )
	{
		ubPtsDmg = 0;
	}
	else
	{
		ubPtsDmg = 0;
	}
	SoldierTakeDamage(pSoldier, ubPtsDmg, ubPtsDmg, TAKE_DAMAGE_EXPLOSION, NULL);
	PlayJA2Sample(EXPLOSION_1, BTNVOLUME, 1, MIDDLEPAN);
}
static void SetOffBoobyTrapInMapScreen ( SOLDIERTYPE * pSoldier , OBJECTTYPE * pObject ) { UINT8 ubPtsDmg = 0 ; if ( ( pObject -> usItem == TNT ) || ( pObject -> usItem == RDX ) ) { ubPtsDmg = 0 ; } else { ubPtsDmg = 0 ; } SoldierTakeDamage ( pSoldier , ubPtsDmg , ubPtsDmg , TAKE_DAMAGE_EXPLOSION , NULL ) ; PlayJA2Sample ( EXPLOSION_1 , BTNVOLUME , 1 , MIDDLEPAN ) ; }
set off the booby trap in mapscreen
set off the booby trap in mapscreen
// check if trapped item is an explosive, if so then up the amount of dmg // for explosive // normal mini grenade dmg // injure the inventory character // play the sound