Import changes from the local SVN working copy

This commit is contained in:
Asdow
2022-10-10 10:08:44 +03:00
parent 9cc567644f
commit 1f0a8f46e8
170 changed files with 1798 additions and 1764 deletions
+15 -13
View File
@@ -2443,7 +2443,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
//CHAR8 zBurstString[512];
UINT8 ubDirection;
INT32 sNewGridNo;
UINT8 ubMerc;
UINT16 ubMerc;
BOOLEAN fGonnaHit = FALSE;
FLOAT dExpGain = 0;
UINT32 uiDepreciateTest;
@@ -3227,7 +3227,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// CHAR8 zBurstString[512];
UINT8 ubDirection;
INT32 sNewGridNo;
UINT8 ubMerc;
UINT16 ubMerc;
BOOLEAN fGonnaHit = FALSE;
UINT16 usExpGain = 0;
UINT32 uiDepreciateTest;
@@ -4933,7 +4933,7 @@ BOOLEAN UseThrown( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
UINT32 uiHitChance;
INT8 bLoop;
UINT8 ubTargetID;
UINT16 ubTargetID;
SOLDIERTYPE * pTargetSoldier;
//INT16 sAPCost = 0;//dnl ch72 180913
@@ -5277,7 +5277,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
{
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);
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);
}
}
@@ -5304,7 +5304,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
return( TRUE );
}
BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, UINT16 usWeaponIndex, INT32 sGridNo, INT16 sXPos, INT16 sYPos, INT16 sZPos, BOOLEAN fSoundOnly, BOOLEAN fFreeupAttacker, INT32 iBullet )
BOOLEAN DoSpecialEffectAmmoMiss( UINT16 ubAttackerID, UINT16 usWeaponIndex, INT32 sGridNo, INT16 sXPos, INT16 sYPos, INT16 sZPos, BOOLEAN fSoundOnly, BOOLEAN fFreeupAttacker, INT32 iBullet )
{
ANITILE_PARAMS AniParams;
UINT8 ubAmmoType = 0;
@@ -5467,7 +5467,7 @@ BOOLEAN DoSpecialEffectAmmoMiss( UINT8 ubAttackerID, UINT16 usWeaponIndex, INT32
}
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 )
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 )
{
SOLDIERTYPE* pTargetSoldier = NULL;
SOLDIERTYPE* pSoldier = NULL;
@@ -5543,7 +5543,7 @@ void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 s
else if ( AmmoTypes[ubAmmoType].explosionSize > 1)
{
// re-routed the Highexplosive value to define exposion type
IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), AmmoTypes[ubAmmoType].highExplosive , pTargetSoldier->pathing.bLevel );
IgniteExplosion( ubAttackerID, sXPos, sYPos, 0, GETWORLDINDEXFROMWORLDCOORDS( sYPos, sXPos ), AmmoTypes[ubAmmoType].highExplosive, pTargetSoldier->pathing.bLevel );
// pSoldier->inv[pSoldier->ubAttackingHand ][0]->data.gun.usGunAmmoItem = NONE;
}
}
@@ -5578,7 +5578,7 @@ void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 s
}
void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT16 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped )
{
BOOLEAN fDoMissForGun = FALSE;
ANITILE *pNode;
@@ -6237,7 +6237,7 @@ BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo )
return( FALSE );
}
#pragma optimize("", off)
UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
{
@@ -6258,7 +6258,7 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
UINT16 usInHand;
OBJECTTYPE * pInHand;
INT16 sDistVis, sDistVisNoScope;
UINT8 ubTargetID;
UINT16 ubTargetID;
bool fCantSeeTarget = false;
FLOAT scopeRangeMod = 0.0f;
@@ -6589,6 +6589,7 @@ UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
return ((INT32)fFinalChance);
}
#pragma optimize("", on)
UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos )
@@ -6616,7 +6617,8 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
UINT16 usInHand, usShockPenalty, MIN_RANGE_FOR_FULL_COWER, MAX_TARGET_COWERING_PENALTY;
UINT16 iBulletsLeft, iTracersFired = 0, iBulletsPerTracer, iBulletsSinceLastTracer=0, iRoundsFiredPreviously;
INT8 bBandaged, maxClickBonus = 10, AIM_PENALTY_PER_TARGET_SHOCK;
UINT8 ubTargetID, bLightLevel, ubCoweringDivisor, ubAutoPenaltySinceLastTracer=0;
UINT16 ubTargetID;
UINT8 bLightLevel, ubCoweringDivisor, ubAutoPenaltySinceLastTracer = 0;
FLOAT maxBonus, aimTimeBonus, scopeRangeMod = 0.0f, iAimBonus;
bool fCantSeeTarget = false, fCoverObscured = false;
@@ -9036,7 +9038,7 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
return( iImpact );
}
void ShotMiss( UINT8 ubAttackerID, INT32 iBullet )
void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
{
BOOLEAN fDoMissForGun = FALSE;
SOLDIERTYPE* pAttacker = NULL;
@@ -12118,7 +12120,7 @@ FLOAT CalcNewChanceToHitAimTraitBonus(SOLDIERTYPE *pSoldier, FLOAT fAimCap, FLOA
extern BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo );
// Flugente: fire item from A to B (intended for mortarshells and launchable grenades)
BOOLEAN ArtilleryStrike( UINT16 usItem, UINT8 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
BOOLEAN ArtilleryStrike( UINT16 usItem, UINT16 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
{
FLOAT dForce, dDegrees;
INT16 sDestX, sDestY, sSrcX, sSrcY;