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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- bug fix: invisible enemies
- bug fix: manual reload for two weapons - bug fix: barrel extender falls off while none is attached git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@382 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.377" };
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INT16 zVersionLabel[256] = { L"Release v1.13.382" };
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#endif
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INT8 czVersionNumber[16] = { "Build 06.07.28" };
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INT8 czVersionNumber[16] = { "Build 06.07.31" };
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INT16 zTrackingNumber[16] = { L"Z" };
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+2
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@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.368_2006_07_25.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.382_2006_07_31.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.368_2006_07_25.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.382_2006_07_31.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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+30
-1
@@ -2922,7 +2922,7 @@ INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot
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BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
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{
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OBJECTTYPE * pObj;
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OBJECTTYPE *pObj, *pObj2;
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INT8 bSlot, bAPCost;
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BOOLEAN fRet;
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@@ -2938,8 +2938,37 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
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PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if ( IsValidSecondHandShot( pSoldier ) )
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{
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pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
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if (pObj2->ubGunShotsLeft && !(pObj2->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
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{
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pObj2->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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PlayJA2Sample( Weapon[ Item[pObj2->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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return TRUE;
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}
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else
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{
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if ( IsValidSecondHandShot( pSoldier ) )
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{
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pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
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if (pObj2->ubGunShotsLeft && !(pObj2->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
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{
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pObj2->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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DeductPoints(pSoldier, Weapon[Item[(pObj2)->usItem].ubClassIndex].APsToReloadManually, 0);
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PlayJA2Sample( Weapon[ Item[pObj2->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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return TRUE;
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}
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}
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}
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//</SB>
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if (Item[pObj->usItem].usItemClass == IC_GUN || Item[pObj->usItem].usItemClass == IC_LAUNCHER)
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@@ -1674,6 +1674,7 @@ BOOLEAN ExecuteOverhead( )
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}
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}
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}
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if ( gbNumMercsUntilWaitingOver == 0 )
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{
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@@ -1723,7 +1724,7 @@ BOOLEAN ExecuteOverhead( )
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gubWaitingForAllMercsToExitCode = 0;
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}
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}
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}
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// reset these AI-related global variables to 0 to ensure they don't interfere with the UI
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gubNPCAPBudget = 0;
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@@ -1606,10 +1606,16 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
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OBJECTTYPE * pInHand;
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pInHand = &(pSoldier->inv[pSoldier->ubAttackingHand]);
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UINT32 item;
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item = FindRangeBonusAttachment(pInHand);
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bAttachPos = FindAttachment( pInHand, item );
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//item = FindRangeBonusAttachment(pInHand);
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//bAttachPos = FindAttachment( pInHand, item );
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// lalien: search for barrel extender not for any item with range bonus. (else barrel extender will fall off even when none is attached)
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bAttachPos = FindAttachment( pInHand, GUN_BARREL_EXTENDER );
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if ( bAttachPos != ITEM_NOT_FOUND )
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{
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item = Item[pInHand->usAttachItem[bAttachPos]].uiIndex;
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// reduce status and see if it falls off
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pInHand->bAttachStatus[ bAttachPos ] -= (INT8) Random( 2 );
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+32
-1
@@ -1871,7 +1871,7 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
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{
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INT8 bSlot;
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WEAPONTYPE *pWeapon;
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OBJECTTYPE *pObj;
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OBJECTTYPE *pObj, *pObj2;
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pWeapon = &(Weapon[pSoldier->inv[HANDPOS].usItem]);
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bSlot = FindAmmo( pSoldier, pWeapon->ubCalibre, pWeapon->ubMagSize, NO_SLOT );
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@@ -1894,8 +1894,39 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
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DeductPoints(pSoldier, Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually, 0);
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PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if ( IsValidSecondHandShot( pSoldier ) )
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{
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pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
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if (pObj2->ubGunShotsLeft && !(pObj2->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
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{
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pObj2->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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PlayJA2Sample( Weapon[ Item[pObj2->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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return TRUE;
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}
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else
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{
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if ( IsValidSecondHandShot( pSoldier ) )
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{
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pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
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if (pObj2->ubGunShotsLeft && !(pObj2->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
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{
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pObj2->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
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DeductPoints(pSoldier, Weapon[Item[(pObj2)->usItem].ubClassIndex].APsToReloadManually, 0);
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PlayJA2Sample( Weapon[ Item[pObj2->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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return TRUE;
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}
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}
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}
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//</SB>
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if (bSlot != NO_SLOT && ReloadGun( pSoldier, &(pSoldier->inv[HANDPOS]), &(pSoldier->inv[bSlot]) ))
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