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

** 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
+17 -9
View File
@@ -39,7 +39,7 @@ public:
vector_3 CollisionVelocity;
real CollisionElasticity;
INT16 sGridNo;
INT32 sGridNo;
INT32 iID;
LEVELNODE *pNode;
LEVELNODE *pShadow;
@@ -52,7 +52,7 @@ public:
FLOAT dLifeSpan;
OLD_OBJECTTYPE_101 oldObj;
BOOLEAN fFirstTimeMoved;
INT16 sFirstGridNo;
INT32 sFirstGridNo;
UINT8 ubOwner;
UINT8 ubActionCode;
UINT32 uiActionData;
@@ -66,7 +66,7 @@ public:
vector_3 EndedWithCollisionPosition;
BOOLEAN fHaveHitGround;
BOOLEAN fPotentialForDebug;
INT16 sLevelNodeGridNo;
INT32 sLevelNodeGridNo;
INT32 iSoundID;
UINT8 ubLastTargetTakenDamage;
UINT8 ubPadding[1];
@@ -108,7 +108,7 @@ public:
vector_3 CollisionVelocity;
real CollisionElasticity;
INT16 sGridNo;
INT32 sGridNo;
INT32 iID;
LEVELNODE *pNode;
LEVELNODE *pShadow;
@@ -120,7 +120,7 @@ public:
FLOAT dLifeLength;
FLOAT dLifeSpan;
BOOLEAN fFirstTimeMoved;
INT16 sFirstGridNo;
INT32 sFirstGridNo;
UINT8 ubOwner;
UINT8 ubActionCode;
UINT32 uiActionData;
@@ -134,9 +134,15 @@ public:
vector_3 EndedWithCollisionPosition;
BOOLEAN fHaveHitGround;
BOOLEAN fPotentialForDebug;
INT16 sLevelNodeGridNo;
INT32 sLevelNodeGridNo;
INT32 iSoundID;
UINT8 ubLastTargetTakenDamage;
// OJW - 20091002 - mp explosives
UINT8 mpTeam; // the intiating clients team
INT32 mpRealObjectID; // ID from the initiating client
bool mpIsFromRemoteClient;
bool mpHaveClientResult;
bool mpWasDud;
char endOfPod;
OBJECTTYPE Obj;
@@ -153,13 +159,15 @@ extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
BOOLEAN RemoveObjectSlot( INT32 iObject );
void RemoveAllPhysicsObjects( );
// OJW - 20091002 - mp explosives
extern void HandleArmedObjectImpact( REAL_OBJECT *pObject );
FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT16 *psGridNo );
FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT32 *psGridNo );
BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT16 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI );
BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT32 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI );
void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData );
void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData );