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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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@@ -224,7 +224,7 @@ void ToggleTreeTops();
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void ToggleZBuffer();
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void TogglePlanningMode();
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void SetBurstMode();
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void SetScopeMode();
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void SetScopeMode( INT32 usMapPos );
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void ObliterateSector();
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void RandomizeMercProfile();
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void CreateNextCivType();
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@@ -4137,10 +4137,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( !MercPtrs[ gusSelectedSoldier ]->MercInWater( ) && !(MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags & SOLDIER_ROBOT ) )
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{
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//change selected merc to run
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if ( MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING && MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != RUNNING
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&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_PISTOL_RDY
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&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_RIFLE_RDY
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&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_DUAL_RDY )
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if ( MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING
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&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != RUNNING
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&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_WEAPON_RDY
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&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_DUAL_RDY
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&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_ALTERNATIVE_RDY )
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{
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UIHandleSoldierStanceChange( (UINT8)gusSelectedSoldier, ANIM_STAND );
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MercPtrs[ gusSelectedSoldier ]->flags.fUIMovementFast = 1;
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@@ -4481,7 +4482,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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else
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{
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SetScopeMode();
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SetScopeMode( usMapPos );
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}
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break;
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@@ -5032,11 +5033,15 @@ void CycleSelectedMercsItem()
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// Get soldier...
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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UINT16 usOldHandItem = pSoldier->inv[HANDPOS].usItem;
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// Cycle item....
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usOldItem = CycleItems(pSoldier->inv[ HANDPOS ].usItem);
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CreateItem( (UINT16)usOldItem, 100, &( pSoldier->inv[ HANDPOS ]) );
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pSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, pSoldier->inv[HANDPOS].usItem );
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
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}
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@@ -5258,11 +5263,14 @@ void SetBurstMode()
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}
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}
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void SetScopeMode()
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void SetScopeMode( INT32 usMapPos )
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{
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if ( gusSelectedSoldier != NOBODY )
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{
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ChangeScopeMode( MercPtrs[ gusSelectedSoldier ] );
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if ( GetMouseMapPos( &usMapPos ))
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ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], usMapPos );
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else
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ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], 0 );
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// reevaluate sight
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ManLooksForOtherTeams( MercPtrs[ gusSelectedSoldier ] );
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