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Merged from revision: 7262
Fixes (by anv) - fix: comparison feature would sometimes show comparison with empty sector inventory slots, - fix: enemy taunts aimed at NOBODY could cause out of range, - fix: list of boxers fought per day is properly reset when fight club reopens, - fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses), - fix: boxing opponents won't try to call reinforcements any more. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+21
-21
@@ -3056,7 +3056,7 @@ BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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}
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// anv: taunt on attack
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_ATTACK_BLADE, pTargetSoldier );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_ATTACK_BLADE, pTargetSoldier->ubID );
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// WDS 07/19/2008 - Random number use fix
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if ( iDiceRoll < iHitChance )
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@@ -3064,8 +3064,8 @@ BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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fGonnaHit = TRUE;
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// anv: taunts on hit
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_HIT_BLADE, pTargetSoldier );
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_HIT_BLADE, pSoldier );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_HIT_BLADE, pTargetSoldier->ubID );
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_HIT_BLADE, pSoldier->ubID );
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// CALCULATE DAMAGE!
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// attack HITS, calculate damage (base damage is 1-maximum knife sImpact)
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@@ -3134,9 +3134,9 @@ BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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else
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{
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// anv: taunts on miss
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_MISS_BLADE, pTargetSoldier );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_MISS_BLADE, pTargetSoldier->ubID );
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if( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_MISSED_BLADE, pSoldier );
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_MISSED_BLADE, pSoldier->ubID );
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// if it was another team shooting at someone under our control
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if ( (pSoldier->bTeam != Menptr[ pTargetSoldier->ubID ].bTeam ) )
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@@ -3628,7 +3628,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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}
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// anv: enemy taunt on getting robbed
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_ROBBED, pSoldier );
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_ROBBED, pSoldier->ubID );
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}
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else
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{
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@@ -3661,7 +3661,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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// FreeUpAttacker( (UINT8) pSoldier->ubID );
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// anv: enemy taunt on steal
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_STEAL, pTargetSoldier );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_STEAL, pTargetSoldier->ubID );
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}
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@@ -3671,7 +3671,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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else
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{
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// anv: enemy taunt on attack
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_ATTACK_HTH, pTargetSoldier );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_ATTACK_HTH, pTargetSoldier->ubID );
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// SANDRO - new mercs' records
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if ( pSoldier->bTeam == gbPlayerNum && pSoldier->ubProfile != NO_PROFILE )
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@@ -3866,15 +3866,15 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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AddGameEvent( S_WEAPONHIT, (UINT16) 20, &SWeaponHit );
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// anv: enemy taunts on hit
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_HIT_HTH, pTargetSoldier );
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_HIT_HTH, pSoldier );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_HIT_HTH, pTargetSoldier->ubID );
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_HIT_HTH, pSoldier->ubID );
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}
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else
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{
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// anv: enemy taunts on miss
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_MISS_HTH, pTargetSoldier );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_MISS_HTH, pTargetSoldier->ubID );
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if( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_MISSED_HTH, pSoldier );
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_MISSED_HTH, pSoldier->ubID );
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}
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// 0verhaul: And this too
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// else
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@@ -4981,14 +4981,14 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_GUN )
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{
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if( MercPtrs[ pBullet->pFirer->ubOppNum ]->aiData.bOppList[ pBullet->pFirer->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer );
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_GUNFIRE, MercPtrs[ pBullet->pFirer->ubOppNum ] );
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PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID );
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_GUNFIRE, pBullet->pFirer->ubOppNum );
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}
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else if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
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{
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if( MercPtrs[ pBullet->pFirer->ubOppNum ]->aiData.bOppList[ pBullet->pFirer->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_THROWING_KNIFE, pBullet->pFirer );
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_THROWING_KNIFE,MercPtrs[ pBullet->pFirer->ubOppNum ] );
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PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_THROWING_KNIFE, pBullet->pFirer->ubID );
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_THROWING_KNIFE, pBullet->pFirer->ubOppNum );
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}
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}
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}
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@@ -6806,7 +6806,7 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
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sDistVis = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
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iScopeVisionRangeBonus = GetTotalVisionRangeBonus(pSoldier, bLightLevel); // not an actual range value, simply a modifier for range calculations
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if (ubTargetID != NOBODY && pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
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if (ubTargetID != NOBODY && ( pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY ) )
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iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
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if (iSightRange == 0)
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@@ -10392,14 +10392,14 @@ void ShotMiss( UINT8 ubAttackerID, INT32 iBullet )
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if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_GUN )
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{
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if( MercPtrs[pAttacker->ubOppNum]->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pAttacker );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_GUNFIRE, MercPtrs[pAttacker->ubOppNum] );
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PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pAttacker->ubID );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_GUNFIRE, pAttacker->ubOppNum );
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}
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else if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
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{
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if( MercPtrs[pAttacker->ubOppNum]->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_THROWING_KNIFE, pAttacker );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_THROWING_KNIFE, MercPtrs[pAttacker->ubOppNum] );
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PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_THROWING_KNIFE, pAttacker->ubID );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_THROWING_KNIFE, pAttacker->ubOppNum );
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}
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}
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}
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