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https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
-fixed sniper firing (finally?)
-added Ready Weapon AP bonuses to two handed weapons (even though none use it yet) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@296 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.295" };
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INT16 zVersionLabel[256] = { L"Release v1.13.296" };
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#endif
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#endif
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INT8 czVersionNumber[16] = { "Build 06.06.23" };
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INT8 czVersionNumber[16] = { "Build 06.06.24" };
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INT16 zTrackingNumber[16] = { L"Z" };
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INT16 zTrackingNumber[16] = { L"Z" };
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+1
-1
@@ -3443,7 +3443,7 @@ DOUBLE CalculateVerticalAngle( SOLDIERTYPE * pFirer, SOLDIERTYPE * pTarget )
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INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sHitBy, BOOLEAN fBuckshot, BOOLEAN fFake )
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INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sHitBy, BOOLEAN fBuckshot, BOOLEAN fFake )
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{
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"FireBulletGivenTarget");
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//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"FireBulletGivenTarget");
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// fFake indicates that we should set things up for a call to ChanceToGetThrough
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// fFake indicates that we should set things up for a call to ChanceToGetThrough
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FLOAT dStartZ;
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FLOAT dStartZ;
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+2
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@@ -2031,8 +2031,8 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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{
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{
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//Madd: return the greater of the two weapons + 1:
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//Madd: return the greater of the two weapons + 1:
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UINT8 rt1, rt2;
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UINT8 rt1, rt2;
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rt1 = Weapon[usItem].ubReadyTime;
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rt1 = Weapon[usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ HANDPOS ]) ) / 100;
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rt2 = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubReadyTime ;
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rt2 = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ SECONDHANDPOS ]) ) / 100;
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return( max(rt1,rt2) + AP_READY_DUAL );
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return( max(rt1,rt2) + AP_READY_DUAL );
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}
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}
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@@ -114,8 +114,8 @@ typedef struct
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} THREATTYPE;
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} THREATTYPE;
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// define for bAimTime for bursting
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// define for bAimTime for bursting
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#define BURSTING 5
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#define BURSTING 20
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#define AUTOFIRING 6
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#define AUTOFIRING 21
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typedef struct
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typedef struct
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{
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{
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+11
-11
@@ -4847,18 +4847,18 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier)
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if ( pSoldier->bTeam != MILITIA_TEAM )
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if ( pSoldier->bTeam != MILITIA_TEAM )
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{
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{
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if ( !sniperwarning && pSoldier->bOrders == SNIPER )
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if ( !sniperwarning && pSoldier->bOrders == SNIPER )
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{
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Watch out for snipers..." );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Watch out for snipers..." );
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sniperwarning = TRUE;
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sniperwarning = TRUE;
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}
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}
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if (!biggunwarning && FindRocketLauncherOrCannon(pSoldier) != NO_SLOT )
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if (!biggunwarning && FindRocketLauncherOrCannon(pSoldier) != NO_SLOT )
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{
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{
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biggunwarning = TRUE;
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biggunwarning = TRUE;
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//TODO: don't say this again after reloading a savegame
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//TODO: don't say this again after reloading a savegame
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SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS );
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SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS );
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}
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}
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}
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}
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// turn off cautious flag
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// turn off cautious flag
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pSoldier->fAIFlags &= (~AI_CAUTIOUS);
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pSoldier->fAIFlags &= (~AI_CAUTIOUS);
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