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If ALLOW_TARGET_HEADANDLEG_IFPRONE is TRUE, head/torso/legs can be targetted on prone soldiers (until now, hits were always considered on torso).
Additionally soldiers are no longer protected from stray bullets in crouched and prone stance. This option will be removed once this code change has been accepted (or deemed unacceptable). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8264 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+4
-3
@@ -720,6 +720,9 @@ void LoadGameExternalOptions()
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// see Tactical\Weapons.cpp funtion CalcNewChanceToHitGun()
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gGameExternalOptions.fUseNewCTHCalculation = iniReader.ReadBoolean("System Limit Settings", "USE_NEW_CTH_CALCULATION", TRUE);
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// Flugente: this change allows to target head/torso/legs of prone targets. This option will be removed once accepted
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gGameExternalOptions.fAllowTargetHeadAndLegIfProne = iniReader.ReadBoolean( "System Limit Settings", "ALLOW_TARGET_HEADANDLEG_IFPRONE", TRUE );
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//################# Data File Settings #################
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// WANNE: Always use prof.dat??
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@@ -1682,9 +1685,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.dHearingReduction[WEATHER_FORECAST_THUNDERSHOWERS] = iniReader.ReadDouble( "Tactical Weather Settings", "HEARING_REDUCTION_THUNDERSTORM", 0.8f, 0.0f, 1.0f );
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gGameExternalOptions.dHearingReduction[WEATHER_FORECAST_SANDSTORM] = iniReader.ReadDouble( "Tactical Weather Settings", "HEARING_REDUCTION_SANDSTORM", 0.6f, 0.0f, 1.0f );
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gGameExternalOptions.dHearingReduction[WEATHER_FORECAST_SNOW] = iniReader.ReadDouble( "Tactical Weather Settings", "HEARING_REDUCTION_SNOW", 0.1f, 0.0f, 1.0f );
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FLOAT dHearingReduction[WEATHER_FORECAST_MAX];
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//################# Tactical Weapon Overheating Settings ##################
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// Flugente: These settings control the behavior of Weapon Overheating, its severity, and its display.
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gGameExternalOptions.fWeaponOverheating = iniReader.ReadBoolean("Tactical Weapon Overheating Settings","OVERHEATING",FALSE);
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@@ -542,6 +542,9 @@ typedef struct
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// see Tactical\Weapons.cpp funtion CalcNewChanceToHitGun()
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BOOLEAN fUseNewCTHCalculation;
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// Flugente: this change allows to target head/torso/legs of prone targets. This option will be removed once accepted
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BOOLEAN fAllowTargetHeadAndLegIfProne;
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//Sight range
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UINT32 ubStraightSightRange;
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+61
-7
@@ -2714,7 +2714,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
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{
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// Flugente: kids are smaller. We have to keep hat in mind... otherwise we will never make a sucessful headshot
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BOOLEAN iskid = ( pTarget->ubBodyType == HATKIDCIV || pTarget->ubBodyType == KIDCIV );
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switch (gAnimControl[ pTarget->usAnimState ].ubEndHeight)
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{
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case ANIM_STAND:
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@@ -2800,7 +2800,58 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
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}
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break;
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case ANIM_PRONE:
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ubHitLocation = AIM_SHOT_TORSO;
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{
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if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne )
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{
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FLOAT x = (FLOAT)FIXEDPT_TO_INT32( pBullet->qCurrX + FloatToFixed( 0.5f ) ); // + 0.5);
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FLOAT y = (FLOAT)FIXEDPT_TO_INT32( pBullet->qCurrY + FloatToFixed( 0.5f ) ); // (dCurrY + 0.5);
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// Flugente: we measure the distance of the bullet's location to the location of the soldier, and to the 2 gridnos his head and leg occupy
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// From this we can decide what body part was hit
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FLOAT bodycenterX = (FLOAT)CenterX( pTarget->sGridNo );
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FLOAT bodycenterY = (FLOAT)CenterY( pTarget->sGridNo );
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FLOAT difftobodycenter = std::sqrt( (bodycenterX - x) * (bodycenterX - x) + (bodycenterY - y) * (bodycenterY - y) );
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INT32 viewdirectiongridno = NewGridNo( pTarget->sGridNo, DirectionInc( pTarget->ubDirection ) );
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FLOAT nextgridnocenterX = (FLOAT)CenterX( viewdirectiongridno );
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FLOAT nextgridnocenterY = (FLOAT)CenterY( viewdirectiongridno );
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FLOAT difftonextgridno = std::sqrt( (nextgridnocenterX - x) * (nextgridnocenterX - x) + (nextgridnocenterY - y) * (nextgridnocenterY - y) );
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INT32 oppositeviewdirectiongridno = NewGridNo( pTarget->sGridNo, DirectionInc( gOppositeDirection[pTarget->ubDirection] ) );
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FLOAT oppositenextgridnocenterX = (FLOAT)CenterX( oppositeviewdirectiongridno );
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FLOAT oppositenextgridnocenterY = (FLOAT)CenterY( oppositeviewdirectiongridno );
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FLOAT difftooppositenextgridno = std::sqrt( (oppositenextgridnocenterX - x) * (oppositenextgridnocenterX - x) + (oppositenextgridnocenterY - y) * (oppositenextgridnocenterY - y) );
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if ( difftobodycenter < difftonextgridno )
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{
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if ( difftobodycenter < difftooppositenextgridno )
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{
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ubHitLocation = AIM_SHOT_TORSO;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Torso hit" );
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}
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else
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{
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ubHitLocation = AIM_SHOT_LEGS;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Leg hit" );
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}
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}
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else
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{
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ubHitLocation = AIM_SHOT_HEAD;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Headshot" );
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}
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}
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else
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{
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ubHitLocation = AIM_SHOT_TORSO;
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}
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}
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break;
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}
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@@ -3664,7 +3715,7 @@ UINT8 CalcChanceToGetThrough( BULLET * pBullet )
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// in actually moving the bullet, we consider only count friends as targets if the bullet is unaimed
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// (buckshot), if they are the intended target, or beyond the range of automatic friendly fire hits
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// OR a 1 in 30 chance occurs
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if (gAnimControl[ MercPtrs[pStructure->usStructureID]->usAnimState ].ubEndHeight == ANIM_STAND &&
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if ( (gGameExternalOptions.fAllowTargetHeadAndLegIfProne || gAnimControl[MercPtrs[pStructure->usStructureID]->usAnimState].ubEndHeight == ANIM_STAND) &&
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( (pBullet->fAimed && pBullet->iLoop > MIN_DIST_FOR_HIT_FRIENDS) ||
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(!pBullet->fAimed && pBullet->iLoop > MIN_DIST_FOR_HIT_FRIENDS_UNAIMED)
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)
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@@ -6495,7 +6546,7 @@ void MoveBullet( INT32 iBullet )
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}
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}
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else if ( MercPtrs[ pStructure->usStructureID ]->bVisible == TRUE &&
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gAnimControl[ MercPtrs[pStructure->usStructureID]->usAnimState ].ubEndHeight == ANIM_STAND &&
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(gGameExternalOptions.fAllowTargetHeadAndLegIfProne || gAnimControl[ MercPtrs[pStructure->usStructureID]->usAnimState ].ubEndHeight == ANIM_STAND ) &&
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( (pBullet->fAimed && pBullet->iLoop > MIN_DIST_FOR_HIT_FRIENDS) ||
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(!pBullet->fAimed && pBullet->iLoop > MIN_DIST_FOR_HIT_FRIENDS_UNAIMED) ||
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PreRandom( 100 ) < MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE
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@@ -6974,7 +7025,7 @@ void MoveBullet( INT32 iBullet )
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}
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}
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else if ( pBullet->iLoop > CLOSE_TO_FIRER || (pStructure->fFlags & ALWAYS_CONSIDER_HIT) || (pBullet->iLoop > CLOSE_TO_FIRER) || (fIntended) )
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else if ( pBullet->iLoop > CLOSE_TO_FIRER || (pStructure->fFlags & ALWAYS_CONSIDER_HIT) || fIntended )
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{
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if (pStructure->fFlags & STRUCTURE_WALLSTUFF)
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{
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@@ -7123,7 +7174,8 @@ void MoveBullet( INT32 iBullet )
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uiTileInc++;
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// HEADROCK HAM 5: Ignore if moving a fragment.
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if(UsingNewCTHSystem() && pBullet->fFragment == false ){
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if(UsingNewCTHSystem() && pBullet->fFragment == false )
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{
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// HEADROCK HAM 4: This is kind of a hack. I'm measuring the distance the tile has moved in 2D space,
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// for purposes of determining whether gravity should take effect.
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FLOAT dDistanceMoved = PythSpacesAway( pBullet->pFirer->sGridNo, pBullet->sGridNo ) * 10.0f;
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@@ -7142,7 +7194,9 @@ void MoveBullet( INT32 iBullet )
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//pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * 2);
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pBullet->qIncrZ -= INT32_TO_FIXEDPT( 100 ) / (pBullet->iRange * (gGameCTHConstants.GRAVITY_COEFFICIENT / 2) );
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}
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} else {
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}
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else
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{
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if ( (pBullet->iLoop > pBullet->iRange * 2) )
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{
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// beyond max effective range, bullet starts to drop!
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@@ -903,7 +903,6 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT
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INT16 sRelX, sRelY;
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FLOAT dRelPer;
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// Get Rect contained in the soldier
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GetSoldierScreenRect( pSoldier, &aRect );
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@@ -952,6 +951,56 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT
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}
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break;
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case ANIM_PRONE:
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{
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// Flugente: if we are prone, determining what part of the body we are aiming for is trickier.
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// Instead of focusing on relative height, we simply determine whether we are looking at the gridno the body itself is at, or an adjacent gridno.
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// Then, depending on whether this is the gridno we are looking at, this will be head or legs
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if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne )
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{
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INT16 sWorldX, sWorldY;
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GetMouseWorldCoords( &sWorldX, &sWorldY );
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// Flugente: we measure the distance of the bullet's location to the location of the soldier, and to the 2 gridnos his head and leg occupy
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// From this we can decide what body part was hit
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FLOAT bodycenterX = (FLOAT)CenterX( pSoldier->sGridNo );
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FLOAT bodycenterY = (FLOAT)CenterY( pSoldier->sGridNo );
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FLOAT difftobodycenter = std::sqrt( (bodycenterX - sWorldX) * (bodycenterX - sWorldX) + (bodycenterY - sWorldY) * (bodycenterY - sWorldY) );
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INT32 viewdirectiongridno = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) );
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FLOAT nextgridnocenterX = (FLOAT)CenterX( viewdirectiongridno );
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FLOAT nextgridnocenterY = (FLOAT)CenterY( viewdirectiongridno );
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FLOAT difftonextgridno = std::sqrt( (nextgridnocenterX - sWorldX) * (nextgridnocenterX - sWorldX) + (nextgridnocenterY - sWorldY) * (nextgridnocenterY - sWorldY) );
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INT32 oppositeviewdirectiongridno = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[pSoldier->ubDirection] ) );
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FLOAT oppositenextgridnocenterX = (FLOAT)CenterX( oppositeviewdirectiongridno );
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FLOAT oppositenextgridnocenterY = (FLOAT)CenterY( oppositeviewdirectiongridno );
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FLOAT difftooppositenextgridno = std::sqrt( (oppositenextgridnocenterX - sWorldX) * (oppositenextgridnocenterX - sWorldX) + (oppositenextgridnocenterY - sWorldY) * (oppositenextgridnocenterY - sWorldY) );
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if ( difftobodycenter < difftonextgridno )
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{
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if ( difftobodycenter < difftooppositenextgridno )
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{
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(*usFlags) = TILE_FLAG_MID;
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return(TRUE);
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}
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else
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{
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(*usFlags) = TILE_FLAG_FEET;
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return(TRUE);
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}
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}
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else
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{
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(*usFlags) = TILE_FLAG_HEAD;
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return(TRUE);
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}
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}
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}
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break;
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}
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}
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+22
-6
@@ -1687,13 +1687,33 @@ void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT
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switch( pSoldier->bAimShotLocation )
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{
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case AIM_SHOT_HEAD:
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CalculateSoldierZPos( pTargetSoldier, HEAD_TARGET_POS, &dTargetZ );
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{
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CalculateSoldierZPos( pTargetSoldier, HEAD_TARGET_POS, &dTargetZ );
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if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne && gAnimControl[pTargetSoldier->usAnimState].ubHeight == ANIM_PRONE )
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{
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INT32 viewdirectiongridno = NewGridNo( pTargetSoldier->sGridNo, DirectionInc( pTargetSoldier->ubDirection ) );
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dTargetX = (0.3f * dTargetX + 0.7f * (FLOAT)CenterX( viewdirectiongridno )) / 1.0f;
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dTargetY = (0.3f * dTargetY + 0.7f * (FLOAT)CenterY( viewdirectiongridno )) / 1.0f;
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}
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}
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break;
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case AIM_SHOT_TORSO:
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CalculateSoldierZPos( pTargetSoldier, TORSO_TARGET_POS, &dTargetZ );
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break;
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case AIM_SHOT_LEGS:
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CalculateSoldierZPos( pTargetSoldier, LEGS_TARGET_POS, &dTargetZ );
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{
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CalculateSoldierZPos( pTargetSoldier, LEGS_TARGET_POS, &dTargetZ );
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if ( gGameExternalOptions.fAllowTargetHeadAndLegIfProne && gAnimControl[pTargetSoldier->usAnimState].ubHeight == ANIM_PRONE )
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{
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INT32 viewdirectiongridno = NewGridNo( pTargetSoldier->sGridNo, DirectionInc( gOppositeDirection[pTargetSoldier->ubDirection] ) );
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dTargetX = (0.3f * dTargetX + 0.7f * (FLOAT)CenterX( viewdirectiongridno )) / 1.0f;
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dTargetY = (0.3f * dTargetY + 0.7f * (FLOAT)CenterY( viewdirectiongridno )) / 1.0f;
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}
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}
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break;
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default:
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// %)@#&(%?
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@@ -12565,10 +12585,6 @@ void GunIncreaseHeat( OBJECTTYPE *pObj, SOLDIERTYPE* pSoldier )
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FLOAT newguntemperature = min(guntemperature + singleshottemperature, OVERHEATING_MAX_TEMPERATURE ); // ... calculate new temperature ...
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(*pObj)[0]->data.bTemperature = newguntemperature; // ... apply new temperature
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Gun temperature increased from %4.2f to %4.2f", guntemperature, newguntemperature );
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#endif
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}
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}
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