- fix for HE ammo

- fix for militia reinforcements not working in cities


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@349 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-07-17 16:39:48 +00:00
parent 1700e00c06
commit 1c5b7f7a4b
5 changed files with 24 additions and 14 deletions
+2 -2
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@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.347" };
INT16 zVersionLabel[256] = { L"Release v1.13.348" };
#endif
INT8 czVersionNumber[16] = { "Build 06.07.16" };
INT8 czVersionNumber[16] = { "Build 06.07.17" };
INT16 zTrackingNumber[16] = { L"Z" };
+2 -2
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@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.342_2006_07_10.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.348_2006_07_17.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.342_2006_07_10.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.348_2006_07_17.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+1 -1
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@@ -592,7 +592,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
BOOLEAN fMoreTroopsLeft[4] = {FALSE,FALSE,FALSE,FALSE};
BOOLEAN fFirstLoop = TRUE;
BOOLEAN fMilitiaAlreadyBeen = CountMilitia(pSectorInfo )>0 && gWorldSectorX == sMapX && gWorldSectorX == sMapY && gbWorldSectorZ == 0;
BOOLEAN fMilitiaAlreadyBeen = CountMilitia(pSectorInfo )>0 && gWorldSectorX == sMapX && gWorldSectorY == sMapY && gbWorldSectorZ == 0;
guiDirNumber = 0;
+6 -8
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@@ -1211,20 +1211,18 @@ UINT32 UIHandleTestHit( UI_EVENT *pUIEvent )
{
if ( Random(2) )
{
bDamage = 80; // was 20
bDamage = 20;
}
else
{
bDamage = 100; // was 25
bDamage = 25;
}
}
gTacticalStatus.ubAttackBusyCount++;
// marke new call without gun ID
EVENT_SoldierGotHit( pSoldier, 0, bDamage, 0, pSoldier->bDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, NOWHERE );
// marke lined out old call
// EVENT_SoldierGotHit( pSoldier, 1, bDamage, 10, pSoldier->bDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, NOWHERE );
gTacticalStatus.ubAttackBusyCount++;
EVENT_SoldierGotHit( pSoldier, 1, bDamage, 10, pSoldier->bDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, NOWHERE );
// callahan update end - put everything as it was
}
return( GAME_SCREEN );
}
+13 -1
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@@ -3478,7 +3478,17 @@ void EVENT_SoldierGotHit( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDa
{
ubReason = TAKE_DAMAGE_TENTACLES;
}
// marke take out gunfire if ammotype is an explosive
// marke take out gunfire if ammotype is explosive
// callahan update start
// setting new func to intercept testhit
else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) && ubAttackerID == NOBODY)
{
sBreathLoss += BP_GET_HIT;
ubReason = TAKE_DAMAGE_GUNFIRE;
}
// callahan update end
else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) && AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ubGunAmmoType].explosionSize <= 1)
{
if ( ubSpecial == FIRE_WEAPON_SLEEP_DART_SPECIAL )
@@ -3537,6 +3547,8 @@ void EVENT_SoldierGotHit( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDa
ubReason = TAKE_DAMAGE_HANDTOHAND;
}
// marke added one 'or' for explosive ammo. variation of: AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ].ubGunAmmoType].explosionSize > 1
// marke need another attacker id assignment
// MercPtrs[ubAttackerID]->bLastAttackHit = TRUE;
// extracting attacker´s ammo type
else if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ubGunAmmoType].explosionSize > 1)
{