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****************************************************************************
** 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
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+12
-5
@@ -64,6 +64,7 @@ UINT16 RandomMagazine( UINT16 usItem, UINT8 ubPercentStandard, UINT8 maxCoolness
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UINT16 RandomMagazine( OBJECTTYPE * pGun, UINT8 ubPercentStandard, UINT8 maxCoolness );
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extern BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, UINT32 subObject = 0 );
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bool IsBackpackSlot(INT8 bSlot);
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// CHRISL: Add new inventory version of ItemSlotLimit function
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UINT8 ItemSlotLimit( OBJECTTYPE * pObject, INT16 bSlot, SOLDIERTYPE *pSoldier = NULL, BOOLEAN cntAttach = TRUE);
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@@ -85,6 +86,9 @@ BOOLEAN ArmBomb( OBJECTTYPE * pObj, INT8 bSetting );
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// "in the cursor", which should have memory allocated for it already
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BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj );
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BOOLEAN AutoPlaceObjectAnywhere(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem, INT8 bExcludeSlot = NO_SLOT);
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BOOLEAN AutoPlaceObjectToWorld(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, INT8 bVisible = TRUE);
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// Send fNewItem to true to set off new item glow in inv panel
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BOOLEAN AutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem, INT8 bExcludeSlot = NO_SLOT );
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@@ -272,6 +276,7 @@ INT32 GetCounterForceAccuracyModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetCounterForceFrequencyModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetTargetTrackingModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetAimLevelsModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj );
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// Returns the character's stance as 0/1/2.
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INT8 GetStanceModifierRef( INT8 ubStance );
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@@ -290,7 +295,7 @@ BOOLEAN HasFastBurst( OBJECTTYPE * pObj );
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INT16 GetMagSizeBonus( OBJECTTYPE * pObj, UINT8 subObject = 0 );
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// HEADROCK HAM 4: This function now calculates and returns the weapon's recoil as X/Y offsets.
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void GetRecoil( OBJECTTYPE *pObj, INT8 *bRecoilX, INT8 *bRecoilY, UINT8 ubNumBullet );
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void GetRecoil( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT8 *bRecoilX, INT8 *bRecoilY, UINT8 ubNumBullet );
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void GetFlatRecoilModifier( OBJECTTYPE *pObj, INT8 *bRecoilModifierX, INT8 *bRecoilModifierY );
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INT16 GetPercentRecoilModifier( OBJECTTYPE *pObj );
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// HEADROCK HAM 4: This function returns whether the last bullet in a burst/autofire volley was a tracer.
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@@ -382,19 +387,21 @@ INT16 GetAPBonus( OBJECTTYPE * pObj );
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UINT16 GetFirstExplosiveOfType(UINT16 expType);
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OBJECTTYPE* FindSunGogglesInInv( SOLDIERTYPE * pSoldier, BOOLEAN searchAllInventory = FALSE );
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OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier, BOOLEAN searchAllInventory = FALSE );
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OBJECTTYPE* FindSunGogglesInInv( SOLDIERTYPE * pSoldier, INT8 * bSlot, BOOLEAN * isAttach, BOOLEAN searchAllInventory = FALSE );
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OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier, INT8 * bSlot, BOOLEAN * isAttach, BOOLEAN searchAllInventory = FALSE );
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UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo);
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// HEADROCK HAM 4: New functions to determine Scope and Laser factors on a weapon.
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FLOAT GetHighestScopeMagnificationFactor( OBJECTTYPE *pObj );
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FLOAT GetBestScopeMagnificationFactor( OBJECTTYPE *pObj, UINT32 uiRange );
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FLOAT GetScopeMagnificationFactor( OBJECTTYPE *pObj, FLOAT uiRange );
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FLOAT GetBestScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT uiRange );
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FLOAT GetProjectionFactor( OBJECTTYPE *pObj );
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FLOAT GetScopeRangeMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT d2DDistance );
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INT32 GetGunAccuracy( OBJECTTYPE *pObj );
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INT32 GetAccuracyModifier( OBJECTTYPE *pObj );
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// HEADROCK HAM 4: Added range factor
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UINT8 AllowedAimingLevelsNCTH( SOLDIERTYPE *pSoldier, INT32 sGridNo);
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UINT8 GetAllowedAimingLevelsForItem( OBJECTTYPE *pObj, UINT8 ubStance );
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UINT8 GetAllowedAimingLevelsForItem( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 ubStance );
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INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier );
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INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj );
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