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* 2006/04/19 * * Madd_Mugsy * * Developed in VS 2003 * ********************************************************* - Restored the "accurate" and "inaccurate" strings that Rowa21 overwrote ;) - Added code to use the Accuracy tag in Weapons.xml - IMP.dat file changed to save a different file for each IMP - Different existing IMPs can be loaded by typing their names in the IMP webpage - Reverted changes to font.cpp due to Ivan's text not being displayed properly - Added an AutoPenalty stat to Weapons.xml to complement BurstPenalty - Added a NoSemiAuto stat to Weapons.xml to enable weapons that are Full-Auto only, code also added for AI to not use NoSemiAuto weapons in semi-auto mode - Added an APBonus stat to Items.xml to enable items to give you an APBonus/Penalty (ie: heavy armour) - Added code to enable the AimBonus and ToHitBonus stats to be read in from worn gear - Added Lesh's burst sound externalization code, added SilencedBurstSound tag to weapons.xml - Changed required camouflage amount to show merc as camo'd to 50%, due to some new items affecting the camouflage % - Added two new Merge options: Use_Item (6) and Use_Item_Hard (7), which enable the use of a single item on another single item. The hard one performs a mechanics check. Use_Item_Hard can be used for caliber conversion kits, etc. (But I need to add code to dump the old ammo still). - Use_Item can be used for things like opening your bullets up w/a knife to empty out some of the powder, for cold-loaded ammo. To Do: enable deterioration of the using item, figure out a way to enable multiple resultant items. - Commented out all the Air Strike code. - Changed the air strike options to be: "tons of guns" and "10 tons of guns" - Used the BigGunList stat in Items.xml to determine whether items can show up depending on the selection from #9 - Completely redid all the existing weapons' stats (and a couple images). - Changed some weapons' calibers, such as the SVD dragunov to 7.62x54r and the Type-85 to 7.62x25mm. Eliminated some types of ammo that do not exist (at least according to my source - so correct me if this is wrong and I'll add them back in): HP ammo in 7.62x39mm, 5.45mm, and 5.7mm. - Moved most of the old 1.13 specific weapons around in Items.xml to new spots. The items.xml file now goes to over 1000 (w/some "nothing" entries for organization) - Kept all the UB weapons, and some new weapons/items inside the old 350 item limit, so they can be assigned using ProEdit. To Do: Alter the binary files so pro-edit can see the right item names. - Throwing knife code changed, so that we can have more than one type of throwing knife. For now, this means that tossing your knife into the dirt won't un-bloody it. To Do: fix this later. - New weapon sounds (swiped from various mods) TODO: Incorporate Corpse's new weapon sounds - Reinstated 5% to-hit bonus for using a pistol w/two hands (nothing in offhand) and 5% to-hit penalty for using an SMG w/one hand (this one might've already been in, I forget) that the devs commented out - On top of those items added to 1.13 already, I've added/am in the process of adding: 200+ new guns, 30+ new grenades, 9+ new grenade launchers, 4 new rocket launchers, 8 new knives, a new throwing knife, 2 new armour attachments, 50+ new armours, 10+ new misc. items, 6+ new weapon attachments, 15+ new ammo calibers & 12+ new types of ammo (including cold-loaded variants) - resulting in 240+ new ammo items, and I'm probably missing stuff - Not all the images are in yet - will add as I get them done. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@38 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4519,8 +4519,8 @@ BOOLEAN DisplayTitleBarMaximizeGraphic(BOOLEAN fForward, BOOLEAN fInit, UINT16 u
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sPosBottomY = LAPTOP_TITLE_BAR_HEIGHT;
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SrcRect.iLeft = iScreenWidthOffset;
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SrcRect.iTop = iScreenHeightOffset;
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SrcRect.iLeft = 0;
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SrcRect.iTop = 0;
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SrcRect.iRight = LAPTOP_TITLE_BAR_WIDTH;
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SrcRect.iBottom = LAPTOP_TITLE_BAR_HEIGHT;
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