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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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@@ -44,6 +44,12 @@
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#include "XML.h"
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#endif
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//rain
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#define WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY 9
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extern INT8 gbCurrentRainIntensity;
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//end rain
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#define MINCHANCETOHIT 1
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#define MAXCHANCETOHIT 99
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@@ -1055,6 +1061,10 @@ void AdjustImpactByHitLocation( INT32 iImpact, UINT8 ubHitLocation, INT32 * piNe
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// #define TESTGUNJAM
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//rain
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extern INT8 gbCurrentRainIntensity;
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//end rain
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BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
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{
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OBJECTTYPE * pObj;
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@@ -1069,7 +1079,12 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
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if (pObj->bGunAmmoStatus > 0)
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{
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// gun might jam, figure out the chance
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iChance = (80 - pObj->bGunStatus);
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//iChance = (80 - pObj->bGunStatus);
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//rain
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iChance = (80 - 90 - pObj->bGunStatus) + WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY * gbCurrentRainIntensity;
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//end rain
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// CJC: removed reliability from formula...
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@@ -1080,6 +1095,10 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
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// increased by 20% per negative point...
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//iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10;
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//rain
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iChance = iChance * (10 - Item[pObj->usItem].bReliability * 2) / 10;
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//end rain
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if (pSoldier->bDoBurst > 1)
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{
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// if at bullet in a burst after the first, higher chance
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@@ -3211,7 +3230,11 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
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{
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//SOLDIERTYPE *vicpSoldier;
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SOLDIERTYPE * pTarget;
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INT32 iChance, iRange, iSightRange, iMaxRange, iBonus; //, minRange;
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//rain
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//INT32 iChance, iRange, iSightRange, iMaxRange, iBonus; //, minRange;
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INT32 iChance, iRange, iSightRange, iMaxRange, iScopeBonus, iBonus; //, minRange;
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//end rain
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INT32 iGunCondition, iMarksmanship;
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INT32 iPenalty;
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UINT16 usInHand;
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@@ -3472,6 +3495,11 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
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// // adjust for scope condition, only has full affect at 100%
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// iScopeBonus = (iScopeBonus * WEAPON_STATUS_MOD(pInHand->bAttachStatus[bAttachPos])) / 100;
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//rain
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// reduce scope effectiveness when it's raining
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iScopeBonus /= 1 + gbCurrentRainIntensity;
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//end rain
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// // reduce effective range by the bonus obtained from the scope
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// iSightRange -= iScopeBonus;
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// if (iSightRange < 1)
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