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Fix incorrect CTH message for [F] key when not using gun.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8990 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -967,6 +967,7 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
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{
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uiHitChance = CalcThrownChanceToHit(pSoldier, sTargetGridNo, pSoldier->aiData.bShownAimTime, pSoldier->bAimShotLocation);
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usGunRange = CalcMaxTossRange(pSoldier, pObjhand->usItem, TRUE) * CELL_X_SIZE;
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swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
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}
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else if (usItemClass == IC_BLADE)
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{
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@@ -975,13 +976,13 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
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else
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uiHitChance = 0;
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usGunRange = 15;
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swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
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swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
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}
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else if (ubItemCursor == TOSSCURS)
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{
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uiHitChance = CalcThrownChanceToHit(pSoldier, sTargetGridNo, pSoldier->aiData.bShownAimTime, pSoldier->bAimShotLocation);
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usGunRange = CalcMaxTossRange(pSoldier, pSoldier->inv[HANDPOS].usItem, TRUE) * CELL_X_SIZE;
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swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
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swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
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}
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else
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{
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@@ -993,15 +994,15 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
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}
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// HEADROCK HAM 3.6: Calculate Gun Range using formula.
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usGunRange = GunRange(pObjhand, pSoldier); // SANDRO - added argument
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}
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swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
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swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
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}
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}
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else if (pSoldier->inv[HANDPOS].exists() && ubItemCursor == TOSSCURS)
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{
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pSoldier->usAttackingWeapon = pSoldier->inv[HANDPOS].usItem;
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uiHitChance = CalcThrownChanceToHit(pSoldier, sTargetGridNo, pSoldier->aiData.bShownAimTime, pSoldier->bAimShotLocation);
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usGunRange = CalcMaxTossRange(pSoldier, pSoldier->inv[HANDPOS].usItem, TRUE) * CELL_X_SIZE;
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swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
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swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
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}
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else if ((!pSoldier->inv[HANDPOS].exists() || Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_PUNCH) && gfUIFullTargetFound && MercPtrs[gusUIFullTargetID])
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{
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@@ -1011,7 +1012,7 @@ void DisplayRangeToTarget(SOLDIERTYPE *pSoldier, INT32 sTargetGridNo)
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pSoldier->usAttackingWeapon = 0;
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uiHitChance = CalcChanceToPunch(pSoldier, MercPtrs[gusUIFullTargetID], pSoldier->aiData.bShownAimTime);
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usGunRange = 15;
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swprintf(zOutputString, gzDisplayCoverText[title], usRange / 10, usGunRange / 10, uiHitChance);
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swprintf(zOutputString, gzDisplayCoverText[DC_MSG__GUN_RANGE_INFORMATION], usRange / 10, usGunRange / 10, uiHitChance);
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}
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else
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{
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