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-externalized assignment (repair, doctor, training) constants to ja2_options.ini, and added a few for good measure ;)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@432 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1333,6 +1333,7 @@ void CheckForFreeupFromHit( SOLDIERTYPE *pSoldier, UINT32 uiOldAnimFlags, UINT32
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// THIS IS CALLED FROM AN EVENT ( S_CHANGESTATE )!
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BOOLEAN EVENT_InitNewSoldierAnim( SOLDIERTYPE *pSoldier, UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"EVENT_InitNewSoldierAnim");
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UINT16 usNewGridNo = 0;
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INT16 sAPCost = 0;
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INT16 sBPCost = 0;
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@@ -2827,6 +2828,7 @@ void EVENT_FireSoldierWeapon( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
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pSoldier->bBulletsLeft = __min( pSoldier->bDoAutofire, pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft );
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else
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"EVENT_FireSoldierWeapon: do burst");
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if ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST )
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pSoldier->bBulletsLeft = __min( Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[pSoldier->ubAttackingHand])].ubShotsPerBurst, pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft );
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else
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@@ -5167,6 +5169,7 @@ void TurnSoldier( SOLDIERTYPE *pSoldier)
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{
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if ( ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) && !pSoldier->fTurningFromPronePosition ) || pSoldier->ubBodyType == ROBOTNOWEAPON || pSoldier->ubBodyType == TANK_NW || pSoldier->ubBodyType == TANK_NE )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("TurnSoldier: EVENT_InitNewSoldierAnim") );
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EVENT_InitNewSoldierAnim( pSoldier, SelectFireAnimation( pSoldier, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ), 0, FALSE );
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pSoldier->fTurningToShoot = FALSE;
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@@ -5744,6 +5747,7 @@ void AdjustAniSpeed( SOLDIERTYPE *pSoldier )
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void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"CalculateSoldierAniSpeed");
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UINT32 uiTerrainDelay;
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UINT32 uiSpeed = 0;
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@@ -5924,6 +5928,7 @@ void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier )
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{
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SOLDIERTYPE *pStatsSoldier;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"SetSoldierAniSpeed");
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// ATE: If we are an enemy and are not visible......
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// Set speed to 0
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@@ -8125,6 +8130,7 @@ void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance )
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void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SendBeginFireWeaponEvent"));
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EV_S_BEGINFIREWEAPON SBeginFireWeapon;
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SBeginFireWeapon.usSoldierID = pSoldier->ubID;
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@@ -9189,6 +9195,7 @@ void GivingSoldierCancelServices( SOLDIERTYPE *pSoldier )
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void HaultSoldierFromSighting( SOLDIERTYPE *pSoldier, BOOLEAN fFromSightingEnemy )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HaultSoldierFromSighting") );
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// SEND HUALT EVENT!
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//EV_S_STOP_MERC SStopMerc;
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