- bugfix: Wrong chance to hit calculation on RPG rocket launchers

- bugfix: CTD in German version when using auto fire (-> missing German language strings)
- updated German and English language files

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@548 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-09-22 21:10:48 +00:00
parent 67663339a3
commit ba83608c40
19 changed files with 95 additions and 48 deletions
+12 -1
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@@ -504,7 +504,18 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, UINT16 usGridNo, INT8 bLevel, UINT16 us
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, 0 );
if((__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft) - startAuto) > 0 && pSoldier->bTeam == OUR_TEAM)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->name, __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft) - startAuto );
{
// More than 1 round
if (__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft) - startAuto > 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->name, __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft) - startAuto );
}
// 1 round
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 63 ], pSoldier->name, __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft) - startAuto );
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Chance:%d.%d, AvgAps=%f, APs=%d", chanceToMisfire/(diceSides/100),chanceToMisfire%(diceSides/100), avgAPadded,sAPCost-startAPcost);
+2 -1
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@@ -1807,7 +1807,8 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
//jones
extern void SoldierTooltip(SOLDIERTYPE*);
SoldierTooltip(pSoldier);
if ( gGameExternalOptions.gfAllowSoldierToolTips )
SoldierTooltip(pSoldier);
SetFont( TINYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
+2
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@@ -3003,6 +3003,8 @@ UINT16 PickARandomItem(UINT8 typeIndex, UINT8 maxCoolness, BOOLEAN getMatchingCo
usItem = gArmyItemChoices[ typeIndex ].bItemNo[ uiChoice ];
// WANNE
pickItem = FALSE;
if (usItem >= 0 && Item[usItem].ubCoolness <= maxCoolness && ItemIsLegal(usItem))
{
// On day
+3 -5
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@@ -402,11 +402,9 @@ void DrawMouseTooltip()
extern void DisplayTooltipString( STR16 pStringA, INT16 sX, INT16 sY );
extern void j_log(PTR,...);
// if (!gGameExternalOptions.gfAllowSoldierToolTips) return;
iX = mouseTT.iX;iY = mouseTT.iY;
iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
iX = mouseTT.iX;iY = mouseTT.iY;
iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
if(1)//draw at cursor
{
+3 -1
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@@ -3573,7 +3573,9 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime
if (pSoldier->bShock)
iChance -= (pSoldier->bShock * AIM_PENALTY_PER_SHOCK);
if ( Item[ usInHand ].usItemClass == IC_GUN )
// WANNE NEW: Changed this, because RPGs are not in the calculation, only guns
//if ( Item[ usInHand ].usItemClass == IC_GUN )
if ( Item[ usInHand ].usItemClass == IC_GUN || Item[ usInHand ].usItemClass == IC_LAUNCHER)
{
iMaxRange = GunRange( pInHand );
}