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Little Alien
Automatic reload - Bug fix: reload from sector inventory only when no enemy in sector - When in turn based mode make fast reload for the weapon in hands - When in real time mode reload all weapons with magazines from soldier inventory Rearrange sector inventory - Bug fix: rearrange sector inventory only when no enemy in sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@76 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.71 2006.05.18" };
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INT16 zVersionLabel[256] = { L"Release v1.13.76 2006.05.21" };
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#endif
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INT8 czVersionNumber[16] = { "Build 06.05.20" };
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INT8 czVersionNumber[16] = { "Build 06.05.21" };
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INT16 zTrackingNumber[16] = { L"Z" };
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+2
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@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_2006_05_20.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.76_2006_05_21.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_2006_05_20.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.76_2006_05_21.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -3088,7 +3088,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// Make auto reload with magazines from sector inventory
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case 'R':
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if (! (gTacticalStatus.uiFlags & INCOMBAT) )
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if (! ( gTacticalStatus.fEnemyInSector ) )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT8 bLoop;
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@@ -3145,7 +3145,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT8 bLoop;
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OBJECTTYPE *pGun;
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OBJECTTYPE *pGun, *pAmmo;
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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@@ -3153,13 +3153,55 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( (Item[pTeamSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN) || (Item[pTeamSoldier->inv[HANDPOS].usItem].usItemClass == IC_LAUNCHER) )
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{
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pGun = &(pTeamSoldier->inv[HANDPOS]);
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//magazine is not full
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if ( pGun->ubGunShotsLeft < GetMagSize( pGun ) )
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if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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AutoReload( pTeamSoldier );
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pGun = &(pTeamSoldier->inv[HANDPOS]);
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//magazine is not full
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if ( pGun->ubGunShotsLeft < GetMagSize( pGun ) )
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{
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AutoReload( pTeamSoldier );
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}
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}
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else
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{
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// Search for gun in soldier inventory
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for (UINT32 bLoop2 = 0; bLoop2 < NUM_INV_SLOTS; bLoop2++)
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{
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if ( (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass & IC_GUN) || (Item[pTeamSoldier->inv[bLoop2].usItem].usItemClass == IC_LAUNCHER) )
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{
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pGun = &(pTeamSoldier->inv[bLoop2]);
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//if magazine is not full
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if ( pGun->ubGunShotsLeft < GetMagSize( pGun ) )
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{
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// Search for ammo in soldier inventory
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for ( UINT32 uiLoop = 0; uiLoop < NUM_INV_SLOTS; uiLoop++ )
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{
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if ( (Item[pTeamSoldier->inv[uiLoop].usItem].usItemClass & IC_AMMO ) ) // the item is ammo
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{
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pAmmo = &(pTeamSoldier->inv[uiLoop]);
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if ( CompatibleAmmoForGun( pAmmo, pGun ) ) // can use the ammo with this gun
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{
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// same ammo type in gun and magazine
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if ( Magazine[Item[pGun->usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
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{
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ReloadGun( pTeamSoldier, pGun, pAmmo );
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fCharacterInfoPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@@ -3210,7 +3252,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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case 'S':
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if (! (gTacticalStatus.uiFlags & INCOMBAT) )
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if (! ( gTacticalStatus.fEnemyInSector ) )
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{
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for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
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{
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