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Import changes from the local SVN working copy
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+6
-6
@@ -2433,7 +2433,7 @@ INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGr
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{
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FLOAT dStartZPos, dEndZPos;
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INT16 sXPos, sYPos;
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UINT8 ubTargetID;
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UINT16 ubTargetID;
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BOOLEAN fOk;
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CHECKF( pStartSoldier );
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@@ -4385,7 +4385,7 @@ UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, S
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return( ChanceToGetThrough( pStartSoldier, (FLOAT) CenterX( pEndSoldier->sGridNo ), (FLOAT) CenterY( pEndSoldier->sGridNo ), dEndZPos ) );
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}
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID )
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT16 ubTargetID )
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{
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FLOAT dEndZPos;
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INT16 sXPos;
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@@ -4637,7 +4637,7 @@ void CalculateFiringIncrementsSimple( DOUBLE ddHorizAngle, DOUBLE ddVerticAngle,
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pBullet->qIncrZ = FloatToFixed( (FLOAT) ( sin( ddVerticAngle ) / sin( (PI/2) - ddVerticAngle ) * HEIGHTUNITS_PER_CELL ) );//dnl ch60 010913
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}
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INT8 FireBullet( UINT8 ubFirer, BULLET * pBullet, BOOLEAN fFake )
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INT8 FireBullet( UINT16 ubFirer, BULLET * pBullet, BOOLEAN fFake )
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{
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//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FireBullet"));
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@@ -5782,7 +5782,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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// Note that this function does not make provisions for Fake Firing. There is no need for it, and it would needlessly
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// complicate things anyway.
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// Also note we receive start coordinates from the bomb itself, because there's nowhere else to get them.
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INT8 FireFragmentGivenTarget( UINT8 ubOwner, FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usExplosiveItem )
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INT8 FireFragmentGivenTarget( UINT16 ubOwner, FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usExplosiveItem )
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{
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// Artificial...
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dStartZ++;
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@@ -7023,7 +7023,7 @@ void MoveBullet( INT32 iBullet )
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FIXEDPT qLastZ;
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SOLDIERTYPE * pTarget;
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UINT8 ubTargetID;
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UINT16 ubTargetID;
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BOOLEAN fIntended;
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BOOLEAN fStopped;
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INT8 bOldLOSIndexX;
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@@ -9930,7 +9930,7 @@ UINT32 CalcCounterForceAccuracy(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT
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// If we can't see the target, but buddies can see it, CF-Accuracy drops by 50%
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// If we can't see the target and neither can buddies, CF-Accuracy drops by 75%
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UINT8 ubTargetID = WhoIsThere2( pShooter->sTargetGridNo, pShooter->bTargetLevel ); // Target ubID
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UINT16 ubTargetID = WhoIsThere2( pShooter->sTargetGridNo, pShooter->bTargetLevel ); // Target ubID
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INT16 sDistVis = pShooter->GetMaxDistanceVisible(pShooter->sTargetGridNo, pShooter->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
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gbForceWeaponNotReady = true;
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INT16 sDistVisNoScope = pShooter->GetMaxDistanceVisible(pShooter->sTargetGridNo, pShooter->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
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