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100AP project integration
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+10
-8
@@ -256,7 +256,9 @@ typedef struct
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UINT8 ubWeaponType; // exact type (for display purposes)
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UINT8 ubCalibre; // type of ammunition needed
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UINT8 ubReadyTime; // APs to ready/unready weapon
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UINT8 ubShotsPer4Turns; // maximum (mechanical) firing rate
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//CHRISL: Changed to a float to allow for more control over actual ap costs
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//UINT8 ubShotsPer4Turns; // maximum (mechanical) firing rate
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FLOAT ubShotsPer4Turns; // maximum (mechanical) firing rate
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UINT8 ubShotsPerBurst;
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UINT8 ubBurstPenalty; // % penalty per shot after first
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UINT8 ubBulletSpeed; // bullet's travelling speed
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@@ -343,11 +345,11 @@ extern void WindowHit( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowS
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extern INT32 BulletImpact( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, INT16 sHitBy, UINT8 * pubSpecial );
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extern BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT16 sGridNo );
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extern void ShotMiss( UINT8 ubAttackerID, INT32 iBullet );
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extern UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos );
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extern UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos );
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extern UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, UINT8 ubAimTime);
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extern UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, UINT8 ubAimTime);
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UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, UINT8 ubAimTime);
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extern UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
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extern UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
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extern UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime);
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extern UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAimTime);
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UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime);
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extern void ReloadWeapon( SOLDIERTYPE *pSoldier, UINT8 ubHandPos );
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// Changed by ADB, rev 1513
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//extern BOOLEAN IsGunWeaponModeCapable( SOLDIERTYPE *pSoldier, UINT8 ubHandPos , UINT8 bWpnMode );
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@@ -366,7 +368,7 @@ extern BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier );
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extern BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier );
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extern INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed );
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extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos );
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extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
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extern void ChangeWeaponMode( SOLDIERTYPE * pSoldier );
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@@ -390,4 +392,4 @@ INT8 GetAPsToReload( OBJECTTYPE *pObj );
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#endif
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#endif
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