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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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@@ -215,12 +215,17 @@ extern INT32 GetSpreadPattern( OBJECTTYPE * pObj );
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// which completely redesigns the way we calculate and handle CTH for the purposes of firing weapons.
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void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT *dEndX, FLOAT *dEndY, FLOAT *dEndZ, OBJECTTYPE *pWeapon, UINT32 uiMuzzleSway, INT16 *sApertureRatio );
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FLOAT CalcMagFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2DDistance, UINT8 ubAimTime );
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FLOAT CalcProjectionFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2DDistance, UINT8 ubAimTime );
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FLOAT CalcBasicAperture();
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void CalcTargetMovementOffset( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, OBJECTTYPE *pWeapon, FLOAT *dMuzzleOffsetX, DOUBLE ddShootingAngle, INT32 iAperture );
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void CalcRangeCompensationOffset( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetY, INT32 iRangeToTarget, OBJECTTYPE *pWeapon );
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void CalcMuzzleSway( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzleOffsetY, FLOAT iAperture );
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void CalcBulletDeviation( SOLDIERTYPE *pShooter, FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, OBJECTTYPE *pWeapon, UINT32 uiRange );
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FLOAT CalcBulletDeviation( SOLDIERTYPE *pShooter, FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, OBJECTTYPE *pWeapon, UINT32 uiRange );
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void LimitImpactPointByFacing( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, FLOAT *dEndX, FLOAT *dEndY );
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void LimitImpactPointToMaxAperture( FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, FLOAT dDistanceAperture );
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UINT32 CalcCounterForceFrequency(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon);
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FLOAT CalcCounterForceMax(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT8 uiStance = 0);
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UINT32 CalcCounterForceAccuracy(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT32 uiRange, BOOLEAN fTracer, bool fAnticipate = false);
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void CalcPreRecoilOffset( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzleOffsetY, UINT32 uiRange );
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void CalcRecoilOffset( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzleOffsetY, OBJECTTYPE *pWeapon, UINT32 uiRange );
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