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************************************************************
* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+33
-7
@@ -113,6 +113,7 @@
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#define AP_JUMPFENCE 6 // time to jump over a fence
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#define AP_JUMPFENCEBPACK 10 // time to jump over a fence
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#define AP_JUMPWINDOW 10 // APs to Jump window
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#define AP_OPEN_SAFE 8 // time to use combination
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@@ -195,8 +196,6 @@
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#define BP_JUMPFENCE 200 // BPs to jump fence
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#define BP_JUMPFENCEBPACK 500 // BPs to jump fence
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//#define BP_MOVE_ITEM_FREE 0 // same place, pocket->pocket
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//#define BP_MOVE_ITEM_FAST 0 // hand, holster, ground only
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//#define BP_MOVE_ITEM_AVG 0 // everything else!
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@@ -277,8 +276,12 @@
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extern INT16 APBPConstants[TOTAL_APBP_VALUES];
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INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same function as above, except no modifier.
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INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same function as above, except no modifier.
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INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8 bLevel );
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INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridno, INT8 bDir, INT8 bLevel );
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode );
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength );
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BOOLEAN SelectedMercCanAffordMove( );
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@@ -301,11 +304,21 @@ void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos );
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UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost );
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INT16 ApsToPunch( SOLDIERTYPE *pSoldier ); // SANDRO added this
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INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime );
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INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same as above, without percent modifiers.
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INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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// HEADROCK HAM 4: Same as above, without percent modifiers.
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INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
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INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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// HEADROCK HAM 4: Same as above, without modifiers
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INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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// HEADROCK HAM 4: Same as above, without modifiers
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INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
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INT16 GetAPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
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INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
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// SANDRO - actually this procedure is nowhere used in the entire JA2 code - commented out
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//INT16 GetBPsToChangeStance( SOLDIERTYPE *pSoldier, INT8 bDesiredHeight );
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INT16 GetAPsToLook( SOLDIERTYPE *pSoldier );
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UINT16 GetAPsToGiveItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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@@ -317,8 +330,10 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
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INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
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INT16 GetBPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown );
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INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier );
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INT16 GetBPsToJumpFence( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown ); //Jump
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// SANDRO - changed these 2
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INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack );
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INT16 GetBPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack );
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INT16 GetAPsToCutFence( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToBeginFirstAid( SOLDIERTYPE *pSoldier );
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@@ -332,7 +347,7 @@ INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier );
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UINT16 GetTotalAPsToDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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INT16 GetAPsToUseRemote( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT16 sMapPos ); // SANDRO - added target
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INT16 GetBPsToStealItem( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToUseJar( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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@@ -350,4 +365,15 @@ INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );
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INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime );
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INT8 CalcAimingLevelsAvailableWithAP( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAPsLeft );
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// SANDRO - added these:
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INT16 GetAPsCrouch( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck );
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INT16 GetAPsProne( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck );
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INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToOpenDoor( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToPicklock( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToBombDoor( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToUntrapDoor( SOLDIERTYPE *pSoldier );
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INT16 GetBasicAPsToPickupItem( SOLDIERTYPE *pSoldier );
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INT16 GetAPsToDisarmMine( SOLDIERTYPE *pSoldier );
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#endif
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