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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
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@@ -284,6 +284,16 @@ enum
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NUM_DAMAGABLE_STATS,
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};
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// SANDRO - this is for determining what stance to go back after being hit
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enum
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{
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NO_SPEC_STANCE_AFTER_HIT,
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GO_TO_AIM_AFTER_HIT,
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GO_TO_ALTERNATIVE_AIM_AFTER_HIT,
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GO_TO_HTH_BREATH_AFTER_HIT,
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GO_TO_COWERING_AFTER_HIT,
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};
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// vehicle/human path structure
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struct path
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{
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@@ -556,7 +566,7 @@ public:
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INT8 bTurningFromPronePosition;
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BOOLEAN fDontChargeReadyAPs;
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BOOLEAN fPrevInWater;
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BOOLEAN fGoBackToAimAfterHit;
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INT8 bGoBackToAimAfterHit;
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BOOLEAN fForceRenderColor;
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BOOLEAN fForceNoRenderPaletteCycle;
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BOOLEAN fStopPendingNextTile;
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@@ -877,11 +887,11 @@ public:
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INT8 bTargetCubeLevel;
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INT32 sLastTarget;
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// HEADROCK HAM 4: the muzzle offset of the shooter's previous bullet. (NCTH)
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FLOAT dPrevMuzzleOffsetX;
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FLOAT dPrevMuzzleOffsetY;
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FLOAT dPrevMuzzleOffsetX[2];
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FLOAT dPrevMuzzleOffsetY[2];
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// HEADROCK HAM 4: Two more values. These record the shooter's previous Counter Force applied on the gun.
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FLOAT dPrevCounterForceX;
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FLOAT dPrevCounterForceY;
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FLOAT dPrevCounterForceX[2];
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FLOAT dPrevCounterForceY[2];
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// CHRISL: Track initial offsets for autofire
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FLOAT dInitialMuzzleOffsetX;
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FLOAT dInitialMuzzleOffsetY;
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@@ -1392,16 +1402,20 @@ public:
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BOOLEAN SoldierReadyWeapon( INT16 sTargetXPos, INT16 sTargetYPos, BOOLEAN fEndReady );
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BOOLEAN SoldierReadyWeapon( INT16 sTargetXPos, INT16 sTargetYPos, BOOLEAN fEndReady, BOOLEAN fRaiseToHipOnly );
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BOOLEAN SoldierReadyWeapon( void );
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BOOLEAN InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady );
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BOOLEAN InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady, BOOLEAN fRaiseToHipOnly );
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BOOLEAN CheckSoldierHitRoof( void );
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BOOLEAN CheckForBreathCollapse( void );
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BOOLEAN PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate );
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BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
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BOOLEAN IsValidSecondHandShot( void );
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BOOLEAN IsValidSecondHandBurst( void );
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BOOLEAN IsValidSecondHandShotForReloadingPurposes( void );
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BOOLEAN IsValidAlternativeFireMode( INT16 bAimTime, INT32 iTrgGridNo );
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BOOLEAN IsValidShotFromHip( INT16 bAimTime, INT32 iTrgGridNo );
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BOOLEAN IsValidPistolFastShot( INT16 bAimTime, INT32 iTrgGridNo );
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BOOLEAN SoldierCarriesTwoHandedWeapon( void );
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void SoldierInventoryCoolDown( void ); // Flugente: Cool down/decay all items in inventory
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BOOLEAN IsWeaponMounted( void ); // determine if we receive a bonus for mounting our weapon on something
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@@ -1560,6 +1574,8 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe
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UINT16 NumberOfDamagedStats( SOLDIERTYPE * pSoldier );
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UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundredths );
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BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType );
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BOOLEAN AIDecideHipOrShoulderStance( SOLDIERTYPE * pSoldier, INT32 iGridNo );
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BOOLEAN DecideAltAnimForBigMerc( SOLDIERTYPE * pSoldier );
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//typedef struct
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class OLDSOLDIERTYPE_101
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