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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
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@@ -85,6 +85,14 @@
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#include "overhead map.h"
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#endif
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//turnspeed
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UINT8 gubPlayerTurnSpeedUpFactor = 1;
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UINT8 gubEnemyTurnSpeedUpFactor = 1;
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UINT8 gubCreatureTurnSpeedUpFactor = 1;
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UINT8 gubMilitiaTurnSpeedUpFactor = 1;
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UINT8 gubCivTurnSpeedUpFactor = 1;
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//turnspeed
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extern INT16 DirIncrementer[8];
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#define PALETTEFILENAME "BINARYDATA\\ja2pal.dat"
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@@ -495,6 +503,8 @@ INT8 CalcActionPoints(SOLDIERTYPE *pSold)
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//if (GameOption[INCREASEDAP] % 2 == 1)
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//points += AP_INCREASE;
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//Madd: Add in AP Bonuses (Penalties) from worn gear
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ubPoints += GetGearAPBonus ( pSold );
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// Calculate bandage
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bBandage = pSold->bLifeMax - pSold->bLife - pSold->bBleeding;
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@@ -5715,6 +5725,19 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier
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// here. Some animation, such as water-movement, have an ADDITIONAL speed
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switch( pSoldier->usAnimState )
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{
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// Lesh: bursting animation delay control begins
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// Add your animation ID to control it
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case STANDING_BURST:
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case FIRE_STAND_BURST_SPREAD:
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case FIRE_BURST_LOW_STAND:
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case TANK_BURST:
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case CROUCHED_BURST:
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case PRONE_BURST:
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pSoldier->sAniDelay = Weapon[Item[pSoldier->inv[HANDPOS].usItem].ubClassIndex].sAniDelay;
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AdjustAniSpeed( pSoldier );
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return;
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// Lesh: end
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case PRONE:
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case STANDING:
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@@ -5849,6 +5872,25 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier
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}
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UINT8 GetSpeedUpFactor( )
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{
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switch( gTacticalStatus.ubCurrentTeam )
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{
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case OUR_TEAM:
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return gubPlayerTurnSpeedUpFactor;
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case ENEMY_TEAM:
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return gubEnemyTurnSpeedUpFactor;
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case CREATURE_TEAM:
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return gubCreatureTurnSpeedUpFactor;
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case MILITIA_TEAM:
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return gubMilitiaTurnSpeedUpFactor;
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case CIV_TEAM:
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return gubCivTurnSpeedUpFactor;
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}
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return 1;
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}
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void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier )
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{
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@@ -5895,6 +5937,11 @@ void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier )
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//pSoldier->sAniDelay = 1000;
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}
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if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT )
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if( GetSpeedUpFactor() )
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pSoldier->sAniDelay /= GetSpeedUpFactor();
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else
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pSoldier->sAniDelay = 0;
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}
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@@ -9304,12 +9351,18 @@ void ReLoadSoldierAnimationDueToHandItemChange( SOLDIERTYPE *pSoldier, UINT16 us
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// Shutoff burst....
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// ( we could be on, then change gun that does not have burst )
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if ( Weapon[ usNewItem ].ubShotsPerBurst == 0 )
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if ( Weapon[ usNewItem ].ubShotsPerBurst == 0 && !Weapon[usNewItem].NoSemiAuto )
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{
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pSoldier->bDoBurst = FALSE;
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pSoldier->bWeaponMode = WM_NORMAL;
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pSoldier->bDoAutofire = 0;
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}
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else if ( Weapon[usNewItem].NoSemiAuto )
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{
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pSoldier->bDoBurst = TRUE;
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pSoldier->bWeaponMode = WM_AUTOFIRE;
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pSoldier->bDoAutofire = 1;
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}
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if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY )
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{
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