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Sandro's feature pack (by Sandro)
- Dual Burst/Autofire Enabled - Alternative Weapon Holding (firing from hip + pistol with one hand) - Energy Cost on Weapon Manipulation (holding it shouldered, firing) - Suppression Effectiveness Modified by Caliber and Gun Loudness - No Enemy Auto-ready Weapon Option - Fancy Big Merc Rifle Holding Animations - More Random Idle Animations - Kick in HtH Implemented - Jumping Implemented - (Included Fix for IIS with Martial Arts Bonus) - further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884 - you also need the latest GameDir files! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+47
-6
@@ -2645,6 +2645,10 @@ BOOLEAN DrawCTHIndicator()
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// How many bullets are left in the gun?
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UINT32 uiBulletsLeft = pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft;
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if (pSoldier->IsValidSecondHandBurst())
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{
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uiBulletsLeft = min( (pSoldier->inv[ SECONDHANDPOS ][0]->data.gun.ubGunShotsLeft), uiBulletsLeft );
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}
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UINT32 uiCurBullet = uiBulletsLeft;
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while( uiCurBullet > 0 )
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@@ -2899,8 +2903,17 @@ BOOLEAN DrawCTHIndicator()
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}
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else
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{
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// grey empty tick
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 0, sLeft + sOffset, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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if (pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) &&
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ubAllowedLevels - abs((ubAllowedLevels-(x+1))) <= GetNumberAltFireAimLevels( pSoldier, gCTHDisplay.iTargetGridNo ) )
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{
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// yellow empty tick
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 2, sLeft + sOffset, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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// grey empty tick
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 0, sLeft + sOffset, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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}
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@@ -2911,22 +2924,50 @@ BOOLEAN DrawCTHIndicator()
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INT16 sNewLeft = sLeft + (ubAimFinalOffset * (pSoldier->aiData.bShownAimTime-1));
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if (gfDisplayFullCountRing)
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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else
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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// Tick on the right
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sNewLeft = sLeft + (ubAimFinalOffset * (ubNumSpaces-(pSoldier->aiData.bShownAimTime-1)));
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if (gfDisplayFullCountRing)
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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else
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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}
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