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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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@@ -670,16 +670,15 @@ BOOLEAN PhysicsHandleCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID, rea
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return( FALSE );
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}
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}
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// Check for -ve velocity still...
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//if ( pObject->Velocity.z <= EPSILONV && pObject->Velocity.z >= -EPSILONV &&
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// pObject->Velocity.y <= EPSILONV && pObject->Velocity.y >= -EPSILONV &&
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// pObject->Velocity.x <= EPSILONV && pObject->Velocity.x >= -EPSILONV )
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//{
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//PhysicsDeleteObject( pObject );
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// pObject->fAlive = FALSE;
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// return( FALSE );
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// Check for -ve velocity still...
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/*if ( pObject->Velocity.z <= EPSILONV && pObject->Velocity.z >= -EPSILONV &&
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pObject->Velocity.y <= EPSILONV && pObject->Velocity.y >= -EPSILONV &&
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pObject->Velocity.x <= EPSILONV && pObject->Velocity.x >= -EPSILONV )
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{
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PhysicsDeleteObject( pObject );
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pObject->fAlive = FALSE;
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return( FALSE );
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}*/
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}
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