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