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Data and Source v1.13 Mod High Resolution version from 2006-03-16
********************************************************* * 2006/03/16 * * RoWa21 * * Developed in VS 2003 * ********************************************************* - Changed missing screens to the High-Resolution - Tactical Screen - Shopkeeper Interface, - Credits Screen, - AutoResolve Screen - ... - Some bugfixing with the screens - Centered message boxes - ... - Merged lalienxx's features (BUT NO BURST AND NO MP3/OGG SUPPORT!) - Rain and lightning visual and sound effects - Visibility radius decrease when rainig - Weapon relyability decrease when rainig - Possibility to spot the enemy at night with lightning - New settings in the ja2.ini file for the rain - Aiming without shooting with "L" key - Move the cursor over an enemy and press the "L" key. - Added judges bugfixing - Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy) - Added status of the items to item 'tooltip' - If it is an ammo, the number of available rounds appear - A stack of items now always shows the minimum repair status - No more carrying a stack of grenades into battle only to find most are duds - Made tactical map loading code more robust against maps with bogus buildings - Made tactical map loading code more robust against maps with characters with bogus locations or schedules - Changed the location of the savegame structure - Each mode contains its own savegame folder in its own data-folder - Some general bugfixing - See Bugfixing.xls on the ftp git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@24 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -26,6 +26,10 @@
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#include "Soldier Profile.h"
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#endif
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//rain
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#define BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY 25
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//end rain
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extern BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier );
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@@ -770,6 +774,10 @@ void UnusedAPsToBreath(SOLDIERTYPE *pSold)
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}
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//rain
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extern INT8 gbCurrentRainIntensity;
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//end rain
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INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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{
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INT16 sBreathPerAP = 0;
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@@ -844,6 +852,14 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Unknown end-of-turn breath anim: %s", gAnimControl[ usAnimState ].zAnimStr ) );
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}
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//rain
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// Reduce breath gain on 25%/rain intensity
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if( sBreathPerAP < 0 && ( pSoldier->bLevel ||!FindStructure( pSoldier->sGridNo, STRUCTURE_ROOF ) ) && pSoldier->bBreath > 1)
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{
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sBreathPerAP -= sBreathPerAP * gbCurrentRainIntensity * BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY / 100 ;
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}
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//end rain
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return( sBreathPerAP );
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}
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@@ -1296,6 +1312,8 @@ UINT8 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurni
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// bFullAPs are BASE APs, which do not include APs caried over from the previous turn.
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bFullAPs = CalcActionPoints( pSoldier );
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//bFullAPs = pSoldier->bInitialActionPoints;//CalcActionPoints( pSoldier ); //lal
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// aim skill is the same whether we are using 1 or 2 guns
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bAimSkill = CalcAimSkill( pSoldier, usItem );
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