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- Added rooftop CtH fix from AndroidXP
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@812 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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//RELEASE BUILD VERSION
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wchar_t zVersionLabel[256] = { L"Release v1.13.805" };
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wchar_t zVersionLabel[256] = { L"Release v1.13.812" };
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#endif
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INT8 czVersionNumber[16] = { "Build 07.03.29" }; //YY.MM.DD
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INT8 czVersionNumber[16] = { "Build 07.03.30" }; //YY.MM.DD
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wchar_t zTrackingNumber[16] = { L"Z" };
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+1
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="D:\games\Jagged Alliance 2 v1.13\ja2 v1.13.805_EN.exe"
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OutputFile="D:\games\Jagged Alliance 2 v1.13\ja2 v1.13.812_EN.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -568,9 +568,15 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
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if(pSoldier->bDoAutofire == 0 && gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
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{
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//AXP 29.03.2007: Rooftop CtH fix. See below.
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INT8 bTempTargetLevel = pSoldier->bTargetLevel;
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pSoldier->bTargetLevel = gsInterfaceLevel;
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UINT32 uiHitChance;
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uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, 0, pSoldier->bAimShotLocation );
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pSoldier->bTargetLevel = bTempTargetLevel;
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gfUICtHBar = TRUE;
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gbCtH = (gbCtH+uiHitChance)/2;
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}
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@@ -581,9 +587,16 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
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//DIGICRAB: Graphical CtH
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if(gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
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{
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//AXP 29.03.2007: Rooftop CtH fix. Temporarily set soldier targetlevel to the real interface
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//level (selected with TAB), so the first shot after switching TL is calculated correctly
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INT8 bTempTargetLevel = pSoldier->bTargetLevel;
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pSoldier->bTargetLevel = gsInterfaceLevel;
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UINT32 uiHitChance;
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uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, (INT8)(pSoldier->bShownAimTime ), pSoldier->bAimShotLocation );
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pSoldier->bTargetLevel = bTempTargetLevel;
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gfUICtHBar = TRUE;
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gbCtH = (gbCtH+uiHitChance)/2;
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}
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