From 6d117f5c06348b13237b175a3e101dc092d34adb Mon Sep 17 00:00:00 2001 From: lalien Date: Fri, 30 Mar 2007 18:08:32 +0000 Subject: [PATCH] - 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 --- GameVersion.cpp | 4 ++-- JA2.vcproj | 2 +- Tactical/UI Cursors.cpp | 13 +++++++++++++ 3 files changed, 16 insertions(+), 3 deletions(-) diff --git a/GameVersion.cpp b/GameVersion.cpp index eca94b87..ca614107 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -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" }; diff --git a/JA2.vcproj b/JA2.vcproj index 968d79a7..d5b040c1 100644 --- a/JA2.vcproj +++ b/JA2.vcproj @@ -546,7 +546,7 @@ 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; }