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Little Alien
- Game version string changed Added changes from Madd Mugsy 2006.05.24 - Fixed tracer bullet firing during daytime bug - Made camobonus not depend on gear status - Items with coolness = 0 are "illegal" - Made wirecutter cursor appear for utility knife when able to cut fences - Made autofire-only guns not work if they're in the secondary hand git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@80 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.79 2006.05.25" };
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INT16 zVersionLabel[256] = { L"Release v1.13.80" };
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#endif
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+2
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@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.79_2006_05_25.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.80_2006_05_25.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.79_2006_05_25.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.80_2006_05_25.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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+10
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@@ -206,17 +206,17 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, UINT16 usGridNo, INT8 bLevel, UINT16 us
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{
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pTargetSoldier = MercPtrs[ usSoldierIndex ];
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if ( fFromUI )
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{
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// ATE: Check if we are targeting an interactive tile, and adjust gridno accordingly...
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pIntNode = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure );
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if ( fFromUI )
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{
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// ATE: Check if we are targeting an interactive tile, and adjust gridno accordingly...
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pIntNode = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure );
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if ( pIntNode != NULL && pTargetSoldier == pSoldier )
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{
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// Truncate target sioldier
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pTargetSoldier = NULL;
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}
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}
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{
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// Truncate target sioldier
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pTargetSoldier = NULL;
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}
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}
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}
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// ATE: If in realtime, set attacker count to 0...
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@@ -769,7 +769,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, UINT16 usGridNo, INT8 bLevel, UINT16 us
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}
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}
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if ( Item[usHandItem].wirecutters )
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if ( Item[usHandItem].wirecutters && pTargetSoldier == NULL ) // Madd: quick fix to allow wirecutter/knives
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{
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// See if we can get there to stab
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sActionGridNo = FindAdjacentGridEx( pSoldier, usGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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+5
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@@ -1173,6 +1173,9 @@ UINT16 ReplacementAmmo[][2] =
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BOOLEAN ItemIsLegal( UINT16 usItemIndex )
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{
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//if the user has selected the reduced gun list
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if ( Item[usItemIndex].ubCoolness == 0 )
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return FALSE;
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if( !gGameOptions.fGunNut )
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{
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//if the item is a gun, or ammo
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@@ -7018,11 +7021,11 @@ INT16 GetCamoBonus( OBJECTTYPE * pObj )
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INT8 bLoop;
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INT16 bns=0;
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bns = (INT16) (Item[pObj->usItem].camobonus * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
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bns = (INT16) (Item[pObj->usItem].camobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
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for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
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{
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bns += (INT16) (Item[pObj->usAttachItem[bLoop]].camobonus * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
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bns += (INT16) (Item[pObj->usAttachItem[bLoop]].camobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
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}
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return( bns );
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}
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@@ -162,8 +162,13 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, UINT16 usMapPo
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break;
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case KNIFECURS:
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ubCursorID = HandleKnifeCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
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//Madd: quick hack to make wirecutter cursor appear when using a knife that can cut through wire
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if ( Item[ubItemIndex].wirecutters && IsCuttableWireFenceAtGridNo( sTargetGridNo ) && pSoldier->bLevel == 0 )
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{
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ubCursorID = GOOD_WIRECUTTER_UICURSOR;
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}
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else
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ubCursorID = HandleKnifeCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
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break;
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case AIDCURS:
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@@ -1194,6 +1194,11 @@ BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier )
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// 1) Are we attacking with our second hand?
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if ( pSoldier->ubAttackingHand == SECONDHANDPOS )
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{
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if ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].NoSemiAuto ) // Madd: no autofire w/second hand (yet)
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{
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return( FALSE );
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}
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if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) )
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{
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if ( pSoldier->bTeam == gbPlayerNum )
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@@ -381,7 +381,7 @@ void DeleteAniTile( ANITILE *pAniTile )
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break;
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}
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if ( pAniNode->uiFlags & ANITILE_LIGHT )
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if ( pAniNode->uiFlags & ANITILE_LIGHT && ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
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{
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LightSpriteDestroy(pAniNode->lightSprite);
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}
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