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https://github.com/1dot13/source.git
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Merge branch 'master' into ExtraMercs
This commit is contained in:
+3
-41
@@ -1,7 +1,4 @@
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#include "connect.h"
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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@@ -44,7 +41,6 @@
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#include "items.h"
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#include "Item Types.h"
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#include "Vehicles.h"
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#endif
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#include "fresh_header.h"
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#include "WorldDat.h"
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// HEADROCK HAM 3.6: This must be included, for testing whether Bloodcats and Enemies can see one another.
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@@ -3022,7 +3018,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
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// Determine damage, checking guy's armour, etc
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sRange = GetRangeInCellCoordsFromGridNoDiff( pBullet->sOrigGridNo, pTarget->sGridNo );
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if ( gTacticalStatus.uiFlags & GODMODE && pBullet->ubFirerID != NOBODY && !(pFirer->flags.uiStatusFlags & SOLDIER_PC))
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if ( gTacticalStatus.uiFlags & GODMODE && pTarget->bTeam == OUR_TEAM && pBullet->ubFirerID != NOBODY && !(pFirer->flags.uiStatusFlags & SOLDIER_PC))
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{
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// in god mode, and firer is computer controlled
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iImpact = 0;
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@@ -4809,15 +4805,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
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dDeltaX = dEndX - dStartX;
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dDeltaY = dEndY - dStartY;
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dDeltaZ = dEndZ - dStartZ;
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#if 0//dnl ch60 020913 isn't true see reason in FireBulletGivenTarget
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//lal bugfix
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if( dDeltaZ > 0 )
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d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
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else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#endif
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iDistance = (INT32) d2DDistance;
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if ( d2DDistance != iDistance )
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@@ -5308,15 +5296,9 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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dDeltaX = dEndX - dStartX;
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dDeltaY = dEndY - dStartY;
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dDeltaZ = dEndZ - dStartZ;
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#if 0//dnl ch60 311009 this isn't correct, e.g. if you try head shot from prone to standing target at 1 tile, Distance3D will calculate 7,8 tile distance, this means that you will always hit target regard of CTH calculation, correct usage will be Distance3D(dDeltaX, dDeltaY, CONVERT_HEIGHTUNITS_TO_DISTANCE(dDeltaZ)) but we need here 2D distance as was in original v1.12
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//lal bugfix
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if( dDeltaZ > 0 )
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d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
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else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#else
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/* see previous commit for historically interesting comment on the reason Distance2D instead
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of Distance3D is used here */
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#endif
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iDistance = (INT32) d2DDistance;
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if ( d2DDistance != iDistance )
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@@ -5817,15 +5799,7 @@ INT8 FireFragmentGivenTarget( UINT16 ubOwner, FLOAT dStartX, FLOAT dStartY, FLOA
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dDeltaX = dEndX - dStartX;
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dDeltaY = dEndY - dStartY;
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dDeltaZ = dEndZ - dStartZ;
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#if 0//dnl ch60 030913
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//lal bugfix
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if( dDeltaZ > 0 )
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d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
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else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#endif
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iDistance = (INT32) d2DDistance;
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if ( d2DDistance != iDistance )
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@@ -5994,15 +5968,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
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dDeltaX = dEndX - dStartX;
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dDeltaY = dEndY - dStartY;
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dDeltaZ = dEndZ - dStartZ;
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#if 0//dnl ch60 030913
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//lal bugfix
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if( dDeltaZ > 0 )
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d2DDistance = Distance3D( dDeltaX, dDeltaY, dDeltaZ );
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else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#endif
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iDistance = (INT32) d2DDistance;
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if ( d2DDistance != iDistance )
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@@ -8588,11 +8554,7 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
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///////////////////////////////////////////////////////////////////////
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// Find distance between shooter and target, in points.
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FLOAT d2DDistance=0;
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#if 0//dnl ch60 030913
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d2DDistance = Distance3D( dDeltaX, dDeltaY, CONVERT_HEIGHTUNITS_TO_DISTANCE( dDeltaZ ) );
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#else
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d2DDistance = Distance2D( dDeltaX, dDeltaY );
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#endif
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// Round it upwards.
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INT32 iDistance = (INT32) d2DDistance;
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if ( d2DDistance != iDistance )
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