- 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
This commit is contained in:
lalien
2007-03-30 18:08:32 +00:00
parent 127c4933f5
commit 6d117f5c06
3 changed files with 16 additions and 3 deletions
+2 -2
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@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
wchar_t zVersionLabel[256] = { L"Release v1.13.805" };
wchar_t zVersionLabel[256] = { L"Release v1.13.812" };
#endif
INT8 czVersionNumber[16] = { "Build 07.03.29" }; //YY.MM.DD
INT8 czVersionNumber[16] = { "Build 07.03.30" }; //YY.MM.DD
wchar_t zTrackingNumber[16] = { L"Z" };
+1 -1
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@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="D:\games\Jagged Alliance 2 v1.13\ja2 v1.13.805_EN.exe"
OutputFile="D:\games\Jagged Alliance 2 v1.13\ja2 v1.13.812_EN.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+13
View File
@@ -568,9 +568,15 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
if(pSoldier->bDoAutofire == 0 && gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
{
//AXP 29.03.2007: Rooftop CtH fix. See below.
INT8 bTempTargetLevel = pSoldier->bTargetLevel;
pSoldier->bTargetLevel = gsInterfaceLevel;
UINT32 uiHitChance;
uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, 0, pSoldier->bAimShotLocation );
pSoldier->bTargetLevel = bTempTargetLevel;
gfUICtHBar = TRUE;
gbCtH = (gbCtH+uiHitChance)/2;
}
@@ -581,9 +587,16 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
//DIGICRAB: Graphical CtH
if(gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
{
//AXP 29.03.2007: Rooftop CtH fix. Temporarily set soldier targetlevel to the real interface
//level (selected with TAB), so the first shot after switching TL is calculated correctly
INT8 bTempTargetLevel = pSoldier->bTargetLevel;
pSoldier->bTargetLevel = gsInterfaceLevel;
UINT32 uiHitChance;
uiHitChance = CalcChanceToHitGun( pSoldier, usMapPos, (INT8)(pSoldier->bShownAimTime ), pSoldier->bAimShotLocation );
pSoldier->bTargetLevel = bTempTargetLevel;
gfUICtHBar = TRUE;
gbCtH = (gbCtH+uiHitChance)/2;
}