diff --git a/GameVersion.cpp b/GameVersion.cpp index 404115553..47c9d4338 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -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" }; diff --git a/JA2.vcproj b/JA2.vcproj index b4805194f..9ef2218d3 100644 --- a/JA2.vcproj +++ b/JA2.vcproj @@ -43,7 +43,7 @@ 0 && gWorldSectorX == sMapX && gWorldSectorX == sMapY && gbWorldSectorZ == 0; + BOOLEAN fMilitiaAlreadyBeen = CountMilitia(pSectorInfo )>0 && gWorldSectorX == sMapX && gWorldSectorY == sMapY && gbWorldSectorZ == 0; guiDirNumber = 0; diff --git a/Tactical/Handle UI.cpp b/Tactical/Handle UI.cpp index 35dfeea43..34ad800a1 100644 --- a/Tactical/Handle UI.cpp +++ b/Tactical/Handle UI.cpp @@ -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 ); } diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 14d6a40e0..5ca00c847 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 attackerīs ammo type else if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ubGunAmmoType].explosionSize > 1) {