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https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
- changed poison symbol position
- added SOLDIERTYPE* argument to GunIncreaseHeat(), which allows for soldier-specific heat generation modification git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6172 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -4321,7 +4321,7 @@ void DrawAmmoStats( OBJECTTYPE * gpItemDescObject )
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}
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}
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//////////////// POISON PERCENTAGE
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//////////////// POISON PERCENTAGE
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 6, gItemDescGenRegions[4][0].sLeft+sOffsetX, gItemDescGenRegions[4][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 0, gItemDescGenRegions[4][0].sLeft+sOffsetX, gItemDescGenRegions[4][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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if ( gGameExternalOptions.fDirtSystem ) // Flugente
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if ( gGameExternalOptions.fDirtSystem ) // Flugente
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{
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{
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@@ -5233,7 +5233,7 @@ void DrawAdvancedStats( OBJECTTYPE * gpItemDescObject )
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{
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{
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if (cnt >= sFirstLine && cnt < sLastLine)
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if (cnt >= sFirstLine && cnt < sLastLine)
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{
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{
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 6, gItemDescAdvRegions[cnt-sFirstLine][0].sLeft + sOffsetX, gItemDescAdvRegions[cnt-sFirstLine][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 0, gItemDescAdvRegions[cnt-sFirstLine][0].sLeft + sOffsetX, gItemDescAdvRegions[cnt-sFirstLine][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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cnt++;
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cnt++;
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}
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}
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+1
-1
@@ -5810,7 +5810,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
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iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
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iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
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}
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}
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GunIncreaseHeat( pObj );
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GunIncreaseHeat( pObj, pThrower );
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// Flugente : Added a malus to reliability for overheated guns
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// Flugente : Added a malus to reliability for overheated guns
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// HEADROCK HAM 5: Variable NCTH base change
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// HEADROCK HAM 5: Variable NCTH base change
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@@ -2167,7 +2167,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
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iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
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}
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}
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GunIncreaseHeat( pObjAttHand );
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GunIncreaseHeat( pObjAttHand, pSoldier );
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// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
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// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
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//INT16 ammoReliability = 0; // Madd: ammo reliability affects gun
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//INT16 ammoReliability = 0; // Madd: ammo reliability affects gun
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@@ -2779,7 +2779,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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}
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}
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INT16 iOverheatReliabilityMalus = 0;
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INT16 iOverheatReliabilityMalus = 0;
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// Flugente FTW 1: Increase Weapon Temperature
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// Flugente: Increase Weapon Temperature
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if ( gGameOptions.fWeaponOverheating )
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if ( gGameOptions.fWeaponOverheating )
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{
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{
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FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObjUsed ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
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FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObjUsed ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
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@@ -2788,7 +2788,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
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iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
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}
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}
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GunIncreaseHeat( pObjUsed );
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GunIncreaseHeat( pObjUsed, pSoldier );
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/* //WarmSteel - Replaced with GetReliability( pObj )
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/* //WarmSteel - Replaced with GetReliability( pObj )
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// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
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// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
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@@ -3905,7 +3905,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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// ATE: Check here if the launcher should fail 'cause of bad status.....
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// ATE: Check here if the launcher should fail 'cause of bad status.....
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if ( WillExplosiveWeaponFail( pSoldier, pgunobj ) )
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if ( WillExplosiveWeaponFail( pSoldier, pgunobj ) )
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{
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{
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GunIncreaseHeat( pgunobj );
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GunIncreaseHeat( pgunobj, pSoldier );
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// Explode dude!
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// Explode dude!
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// So we still should have ABC > 0
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// So we still should have ABC > 0
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@@ -3922,7 +3922,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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return( FALSE );
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return( FALSE );
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}
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}
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GunIncreaseHeat( pgunobj );
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GunIncreaseHeat( pgunobj, pSoldier );
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// Flugente: if we are using a rifle grenade, we also use up one of the gun's bullets
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// Flugente: if we are using a rifle grenade, we also use up one of the gun's bullets
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if ( IsAttachmentClass(pgunobj->usItem, AC_RIFLEGRENADE) )
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if ( IsAttachmentClass(pgunobj->usItem, AC_RIFLEGRENADE) )
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@@ -3931,7 +3931,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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(*pObj)[0]->data.gun.ubGunShotsLeft--;
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(*pObj)[0]->data.gun.ubGunShotsLeft--;
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// increase heat, as we 'fired' a bullet
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// increase heat, as we 'fired' a bullet
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GunIncreaseHeat( pObj );
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GunIncreaseHeat( pObj, pSoldier );
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}
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}
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if ( Weapon[ usItemNum ].sSound != NO_WEAPON_SOUND )
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if ( Weapon[ usItemNum ].sSound != NO_WEAPON_SOUND )
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@@ -11411,7 +11411,7 @@ void CalcMagFactorSimple( SOLDIERTYPE *pSoldier, FLOAT d2DDistance, INT16 bAimTi
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}
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}
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// Flugente: Increase temperature/dirt of gun in ubAttackingHand due to firing a shot
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// Flugente: Increase temperature/dirt of gun in ubAttackingHand due to firing a shot
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void GunIncreaseHeat( OBJECTTYPE *pObj )
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void GunIncreaseHeat( OBJECTTYPE *pObj, SOLDIERTYPE* pSoldier )
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{
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{
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if ( gGameOptions.fWeaponOverheating )
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if ( gGameOptions.fWeaponOverheating )
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{
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{
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+3
-3
@@ -527,10 +527,10 @@ void CalcMagFactorSimple( SOLDIERTYPE *pSoldier, FLOAT d2DDistance, INT16 bAimTi
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FLOAT GetTargetZPos( SOLDIERTYPE *pShooter, INT32 sTargetGridNo );
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FLOAT GetTargetZPos( SOLDIERTYPE *pShooter, INT32 sTargetGridNo );
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// Flugente: Overheating Weapons
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// Flugente: Overheating Weapons
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void GunIncreaseHeat( OBJECTTYPE *pObj );
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void GunIncreaseHeat( OBJECTTYPE *pObj, SOLDIERTYPE* pSoldier ); // adding pSoldier allows soldier-specific modification of generated heat
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FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj );
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FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj );
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FLOAT GetGunOverheatDamagePercentage( OBJECTTYPE * pObj ); // Flugente FTW 1: Get percentage: temperature/damagethreshold
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FLOAT GetGunOverheatDamagePercentage( OBJECTTYPE * pObj ); // Flugente: Get percentage: temperature/damagethreshold
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FLOAT GetGunOverheatJamPercentage( OBJECTTYPE * pObj ); // Flugente FTW 1: Get percentage: temperature/jamthreshold
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FLOAT GetGunOverheatJamPercentage( OBJECTTYPE * pObj ); // Flugente: Get percentage: temperature/jamthreshold
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FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj );
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FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj );
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FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj );
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FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj );
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