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Data and Source v1.13 Mod High Resolution version from 2006-04-15
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -99,16 +99,16 @@ void InitArmyGunTypes(void)
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitArmyGunTypes set gun choice table");
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// depending on selection of the gun nut option
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if (gGameOptions.fGunNut)
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{
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//if (gGameOptions.fGunNut)
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//{
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// use table of extended gun choices
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pGunChoiceTable = &(gExtendedArmyGunChoices[0]);
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}
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else
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{
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// use table of regular gun choices
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pGunChoiceTable = &(gRegularArmyGunChoices[0]);
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}
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//}
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//else
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//{
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// // use table of regular gun choices
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// pGunChoiceTable = &(gRegularArmyGunChoices[0]);
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//}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitArmyGunTypes pick a gun type");
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// for each gun category
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@@ -429,7 +429,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
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}
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bAmmoClips = (INT8)(3 + Random( 2 ));
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bGrenades = (INT8)(3 + Random( 3 ));
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bGrenades = (INT8)(2 + Random( 3 ));
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if( ( bRating >= AVERAGE_ELITE_EQUIPMENT_RATING ) && ( Random( 100 ) < 75 ) )
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{
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@@ -794,28 +794,35 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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usAttachIndex = 0;
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ChooseWeaponForSoldierCreateStruct: Gun Created");
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if( usScopeIndex > 0 )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Create Scope %d",usScopeIndex));
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CreateItem( usScopeIndex, 100, &Object );
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Object.fFlags |= OBJECT_UNDROPPABLE;
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AttachObject( NULL, &(pp->Inv[ HANDPOS ]), &Object );
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}
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if( usAttachIndex > 0 )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Create Attachment %d",usAttachIndex));
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CreateItem( usAttachIndex, 100, &Object );
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Object.fFlags |= OBJECT_UNDROPPABLE;
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AttachObject( NULL, &(pp->Inv[ HANDPOS ]), &Object );
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}
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if( usAttachIndex2 > 0 )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Create 2nd Attachment %d",usAttachIndex2));
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CreateItem( usAttachIndex2, 100, &Object );
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Object.fFlags |= OBJECT_UNDROPPABLE;
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AttachObject( NULL, &(pp->Inv[ HANDPOS ]), &Object );
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Set bullets"));
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//set bullets = to magsize including any attachments (c-mag adapters, etc)
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pp->Inv[ HANDPOS ].ubGunShotsLeft = GetMagSize(&pp->Inv[ HANDPOS ]);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: choose ammo"));
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if( bAmmoClips )
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{ //We have a gun, so choose ammo clips
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@@ -842,6 +849,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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}
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//Ammo
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: create ammo"));
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if( bAmmoClips && usAmmoIndex )
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{
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CreateItems( usAmmoIndex, 100, bAmmoClips, &Object );
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@@ -849,6 +857,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
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PlaceObjectInSoldierCreateStruct( pp, &Object );
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: done"));
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}
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void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrenades, INT8 bGrenadeClass, BOOLEAN fGrenadeLauncher )
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@@ -2520,16 +2529,16 @@ UINT16 SelectStandardArmyGun( UINT8 uiGunLevel )
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// decided to randomize it afterall instead of repeating the same weapon over and over
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// depending on selection of the gun nut option
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if (gGameOptions.fGunNut)
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{
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//if (gGameOptions.fGunNut)
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//{
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// use table of extended gun choices
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pGunChoiceTable = &(gExtendedArmyGunChoices[0]);
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}
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else
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{
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// use table of regular gun choices
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pGunChoiceTable = &(gRegularArmyGunChoices[0]);
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}
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//}
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//else
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//{
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// // use table of regular gun choices
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// pGunChoiceTable = &(gRegularArmyGunChoices[0]);
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//}
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// choose one the of the possible gun choices
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uiChoice = Random(pGunChoiceTable[ uiGunLevel ].ubChoices);
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