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Import changes from the local SVN working copy
This commit is contained in:
+15
-13
@@ -2443,7 +2443,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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//CHAR8 zBurstString[512];
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UINT8 ubDirection;
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INT32 sNewGridNo;
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UINT8 ubMerc;
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UINT16 ubMerc;
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BOOLEAN fGonnaHit = FALSE;
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FLOAT dExpGain = 0;
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UINT32 uiDepreciateTest;
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@@ -3227,7 +3227,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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// CHAR8 zBurstString[512];
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UINT8 ubDirection;
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INT32 sNewGridNo;
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UINT8 ubMerc;
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UINT16 ubMerc;
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BOOLEAN fGonnaHit = FALSE;
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UINT16 usExpGain = 0;
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UINT32 uiDepreciateTest;
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@@ -4933,7 +4933,7 @@ BOOLEAN UseThrown( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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{
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UINT32 uiHitChance;
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INT8 bLoop;
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UINT8 ubTargetID;
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UINT16 ubTargetID;
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SOLDIERTYPE * pTargetSoldier;
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//INT16 sAPCost = 0;//dnl ch72 180913
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@@ -5277,7 +5277,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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{
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if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
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{
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send_grenade( pSoldier->pTempObject , pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, sTargetGridNo, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, iID , false);
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send_grenade( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, sTargetGridNo, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, iID, false);
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}
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}
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@@ -5304,7 +5304,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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return( TRUE );
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}
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BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, UINT16 usWeaponIndex, INT32 sGridNo, INT16 sXPos, INT16 sYPos, INT16 sZPos, BOOLEAN fSoundOnly, BOOLEAN fFreeupAttacker, INT32 iBullet )
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BOOLEAN DoSpecialEffectAmmoMiss( UINT16 ubAttackerID, UINT16 usWeaponIndex, INT32 sGridNo, INT16 sXPos, INT16 sYPos, INT16 sZPos, BOOLEAN fSoundOnly, BOOLEAN fFreeupAttacker, INT32 iBullet )
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{
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ANITILE_PARAMS AniParams;
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UINT8 ubAmmoType = 0;
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@@ -5467,7 +5467,7 @@ BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, UINT16 usWeaponIndex, INT32
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}
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void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange , UINT8 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation )
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void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange, UINT16 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation )
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{
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SOLDIERTYPE* pTargetSoldier = NULL;
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SOLDIERTYPE* pSoldier = NULL;
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@@ -5543,7 +5543,7 @@ void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 s
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else if ( AmmoTypes[ubAmmoType].explosionSize > 1)
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{
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// re-routed the Highexplosive value to define exposion type
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IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), AmmoTypes[ubAmmoType].highExplosive , pTargetSoldier->pathing.bLevel );
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IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), AmmoTypes[ubAmmoType].highExplosive, pTargetSoldier->pathing.bLevel );
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// pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
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}
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}
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@@ -5578,7 +5578,7 @@ void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 s
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}
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void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
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void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT16 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
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{
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BOOLEAN fDoMissForGun = FALSE;
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ANITILE *pNode;
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@@ -6237,7 +6237,7 @@ BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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return( FALSE );
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}
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#pragma optimize("", off)
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UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
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{
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@@ -6258,7 +6258,7 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
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UINT16 usInHand;
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OBJECTTYPE * pInHand;
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INT16 sDistVis, sDistVisNoScope;
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UINT8 ubTargetID;
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UINT16 ubTargetID;
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bool fCantSeeTarget = false;
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FLOAT scopeRangeMod = 0.0f;
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@@ -6589,6 +6589,7 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
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return ((INT32)fFinalChance);
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}
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#pragma optimize("", on)
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UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
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@@ -6616,7 +6617,8 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
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UINT16 usInHand, usShockPenalty, MIN_RANGE_FOR_FULL_COWER, MAX_TARGET_COWERING_PENALTY;
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UINT16 iBulletsLeft, iTracersFired = 0, iBulletsPerTracer, iBulletsSinceLastTracer=0, iRoundsFiredPreviously;
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INT8 bBandaged, maxClickBonus = 10, AIM_PENALTY_PER_TARGET_SHOCK;
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UINT8 ubTargetID, bLightLevel, ubCoweringDivisor, ubAutoPenaltySinceLastTracer=0;
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UINT16 ubTargetID;
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UINT8 bLightLevel, ubCoweringDivisor, ubAutoPenaltySinceLastTracer = 0;
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FLOAT maxBonus, aimTimeBonus, scopeRangeMod = 0.0f, iAimBonus;
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bool fCantSeeTarget = false, fCoverObscured = false;
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@@ -9036,7 +9038,7 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
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return( iImpact );
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}
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void ShotMiss( UINT8 ubAttackerID, INT32 iBullet )
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void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
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{
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BOOLEAN fDoMissForGun = FALSE;
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SOLDIERTYPE* pAttacker = NULL;
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@@ -12118,7 +12120,7 @@ FLOAT CalcNewChanceToHitAimTraitBonus(SOLDIERTYPE *pSoldier, FLOAT fAimCap, FLOA
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extern BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo );
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// Flugente: fire item from A to B (intended for mortarshells and launchable grenades)
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BOOLEAN ArtilleryStrike( UINT16 usItem, UINT8 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
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BOOLEAN ArtilleryStrike( UINT16 usItem, UINT16 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
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{
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FLOAT dForce, dDegrees;
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INT16 sDestX, sDestY, sSrcX, sSrcY;
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