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
+9 -11
View File
@@ -850,13 +850,13 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcbestthrow");
// September 9, 1998: added code for LAWs (CJC)
UINT8 ubLoop, ubLoop2;
UINT16 ubLoop, ubLoop2;
INT32 iAttackValue;
INT32 iHitRate, iThreatValue, iTotalThreatValue,iOppThreatValue[MAXMERCS];
INT32 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS];
INT8 bFriendLevel[MAXMERCS], bOpponentLevel[MAXMERCS];
INT32 iEstDamage;
UINT8 ubFriendCnt = 0,ubOpponentCnt = 0, ubOpponentID[MAXMERCS];
UINT16 ubFriendCnt = 0,ubOpponentCnt = 0, ubOpponentID[MAXMERCS];
UINT8 ubMaxPossibleAimTime;
INT16 sRawAPCost, sMinAPcost;
UINT8 ubChanceToHit, ubChanceToGetThrough, ubChanceToReallyHit, ubFriendlyFireChance;
@@ -3484,9 +3484,9 @@ UINT8 UnderFire::Chance(INT8 bTeam, INT8 bSide, BOOLEAN fCheckNeutral)
// if an enemy soldier fulfils taboo, make sure to not hit him at all!
BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, UINT8 uCheckFriends, UINT8 aMinRating, SOLDIER_CONDITION cond, SOLDIER_CONDITION taboo)
{
UINT8 ubLoop, ubLoop2;
UINT16 ubLoop, ubLoop2;
INT32 sGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS], sTabooTile[MAXMERCS];
UINT8 ubFriendCnt = 0,ubOpponentCnt = 0, ubTabooCnt = 0, ubOpponentID[MAXMERCS];
UINT16 ubFriendCnt = 0,ubOpponentCnt = 0, ubTabooCnt = 0, ubOpponentID[MAXMERCS];
INT32 bMaxLeft,bMaxRight,bMaxUp,bMaxDown, i, j;
INT8 bPersOL, bPublOL;
SOLDIERTYPE *pFriend;
@@ -3676,7 +3676,7 @@ BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, U
// Get the ID of the farthest opponent we can see, with an optional minimum range
// puID - ID of the farthest opponent pSoldier can see
// sRange - only return an true and give an idea if opponent found is further away than this
BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT8* puID, INT16 sRange)
BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT16 * puID, INT16 sRange)
{
INT32 sGridNo;
UINT32 uiLoop;
@@ -3800,9 +3800,7 @@ void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
INT8 bTargetLevel = bLevel;
INT32 sClosestThreat;
UINT8 ubClosestThreatID;
ubClosestThreatID = pSoldier->ubPreviousAttackerID;
UINT16 ubClosestThreatID = pSoldier->ubPreviousAttackerID;
// try to find good spot for smoke
if (ubClosestThreatID != NOBODY &&
@@ -3901,7 +3899,7 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
SOLDIERTYPE * pFriend;
INT32 sClosestFriendSpot = NOWHERE;
INT8 bClosestFriendLevel = 0;
UINT8 ubClosestFriendID = NOBODY;
UINT16 ubClosestFriendID = NOBODY;
INT32 sFriendSpot;
INT8 bFriendLevel;
@@ -3914,7 +3912,7 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
UINT8 ubDirection;
// Run through each friendly.
for (UINT8 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
for (UINT16 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
{
pFriend = MercPtrs[iCounter];
@@ -4012,7 +4010,7 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
// check if we can toss grenade at spot, and prepare attack data
// grenade should be in hand
void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT8 ubOpponentID)
void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT16 ubOpponentID)
{
UINT16 usInHand, usGrenade;
INT32 iTossRange;