****************************************************************************

** Merged Source Code from Development trunk, for the Spring 2011 Release **
****************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here.
  New Features are only included in the Development trunk
o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-05-26 11:04:47 +00:00
parent c999420bb7
commit 6e2bdd557c
191 changed files with 17816 additions and 6106 deletions
+12 -5
View File
@@ -64,6 +64,7 @@ UINT16 RandomMagazine( UINT16 usItem, UINT8 ubPercentStandard, UINT8 maxCoolness
UINT16 RandomMagazine( OBJECTTYPE * pGun, UINT8 ubPercentStandard, UINT8 maxCoolness );
extern BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, UINT32 subObject = 0 );
bool IsBackpackSlot(INT8 bSlot);
// CHRISL: Add new inventory version of ItemSlotLimit function
UINT8 ItemSlotLimit( OBJECTTYPE * pObject, INT16 bSlot, SOLDIERTYPE *pSoldier = NULL, BOOLEAN cntAttach = TRUE);
@@ -85,6 +86,9 @@ BOOLEAN ArmBomb( OBJECTTYPE * pObj, INT8 bSetting );
// "in the cursor", which should have memory allocated for it already
BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj );
BOOLEAN AutoPlaceObjectAnywhere(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem, INT8 bExcludeSlot = NO_SLOT);
BOOLEAN AutoPlaceObjectToWorld(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, INT8 bVisible = TRUE);
// Send fNewItem to true to set off new item glow in inv panel
BOOLEAN AutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem, INT8 bExcludeSlot = NO_SLOT );
@@ -272,6 +276,7 @@ INT32 GetCounterForceAccuracyModifier( OBJECTTYPE *pObj, UINT8 ubStance );
INT32 GetCounterForceFrequencyModifier( OBJECTTYPE *pObj, UINT8 ubStance );
INT32 GetTargetTrackingModifier( OBJECTTYPE *pObj, UINT8 ubStance );
INT32 GetAimLevelsModifier( OBJECTTYPE *pObj, UINT8 ubStance );
INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj );
// Returns the character's stance as 0/1/2.
INT8 GetStanceModifierRef( INT8 ubStance );
@@ -290,7 +295,7 @@ BOOLEAN HasFastBurst( OBJECTTYPE * pObj );
INT16 GetMagSizeBonus( OBJECTTYPE * pObj, UINT8 subObject = 0 );
// HEADROCK HAM 4: This function now calculates and returns the weapon's recoil as X/Y offsets.
void GetRecoil( OBJECTTYPE *pObj, INT8 *bRecoilX, INT8 *bRecoilY, UINT8 ubNumBullet );
void GetRecoil( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT8 *bRecoilX, INT8 *bRecoilY, UINT8 ubNumBullet );
void GetFlatRecoilModifier( OBJECTTYPE *pObj, INT8 *bRecoilModifierX, INT8 *bRecoilModifierY );
INT16 GetPercentRecoilModifier( OBJECTTYPE *pObj );
// HEADROCK HAM 4: This function returns whether the last bullet in a burst/autofire volley was a tracer.
@@ -382,19 +387,21 @@ INT16 GetAPBonus( OBJECTTYPE * pObj );
UINT16 GetFirstExplosiveOfType(UINT16 expType);
OBJECTTYPE* FindSunGogglesInInv( SOLDIERTYPE * pSoldier, BOOLEAN searchAllInventory = FALSE );
OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier, BOOLEAN searchAllInventory = FALSE );
OBJECTTYPE* FindSunGogglesInInv( SOLDIERTYPE * pSoldier, INT8 * bSlot, BOOLEAN * isAttach, BOOLEAN searchAllInventory = FALSE );
OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier, INT8 * bSlot, BOOLEAN * isAttach, BOOLEAN searchAllInventory = FALSE );
UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo);
// HEADROCK HAM 4: New functions to determine Scope and Laser factors on a weapon.
FLOAT GetHighestScopeMagnificationFactor( OBJECTTYPE *pObj );
FLOAT GetBestScopeMagnificationFactor( OBJECTTYPE *pObj, UINT32 uiRange );
FLOAT GetScopeMagnificationFactor( OBJECTTYPE *pObj, FLOAT uiRange );
FLOAT GetBestScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT uiRange );
FLOAT GetProjectionFactor( OBJECTTYPE *pObj );
FLOAT GetScopeRangeMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT d2DDistance );
INT32 GetGunAccuracy( OBJECTTYPE *pObj );
INT32 GetAccuracyModifier( OBJECTTYPE *pObj );
// HEADROCK HAM 4: Added range factor
UINT8 AllowedAimingLevelsNCTH( SOLDIERTYPE *pSoldier, INT32 sGridNo);
UINT8 GetAllowedAimingLevelsForItem( OBJECTTYPE *pObj, UINT8 ubStance );
UINT8 GetAllowedAimingLevelsForItem( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 ubStance );
INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier );
INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj );