**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+4 -4
View File
@@ -61,7 +61,7 @@ typedef struct
INT16 sSectorY; // Y position on the Stategic Map
INT16 sSectorZ;
BOOLEAN fBetweenSectors; // between sectors?
INT16 sGridNo; // location in tactical
INT32 sGridNo; // location in tactical
SOLDIERTYPE *pPassengers[ MAXPASSENGERS ];
UINT8 ubDriver;
INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
@@ -94,7 +94,7 @@ extern INT32 iMvtTypes[];
void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle );
// add vehicle to list and return id value
INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType );
INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType );
// remove this vehicle from the list
BOOLEAN RemoveVehicleFromList( INT32 iId );
@@ -169,7 +169,7 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier );
void AddPassangersToTeamPanel( INT32 iId );
void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo , UINT8 ubAttackerID );
void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo , UINT8 ubAttackerID );
// the soldiertype containing this tactical incarnation of this vehicle
SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId );
@@ -180,7 +180,7 @@ void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints );
//INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation );
// handle crit hit to vehicle in this location
void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT16 sGridNo, UINT8 ubAttackerID );
void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID );
// ste up armor values for this vehicle
void SetUpArmorForVehicle( UINT8 ubID );