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HAM5.5b2 merged in!
Notes: -There may still be bugs!! (In fact, I almost guarantee it -- there's -Ammo box code added to HR's crate code -Splitting a crate/box also automatically refills half empty magazines -new pathing arrows for map screen not included -code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed. -lots of gobledy gook (chinese?) comments turned back to english -also added Bob's popups -other languages besides english still need to have there language.cpp files updated with array changes -AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -57,6 +57,7 @@ typedef struct
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UINT8 ubTilesPerUpdate;
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UINT16 usClockTicksPerUpdate;
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SOLDIERTYPE *pFirer;
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INT32 sOrigGridNo; // HEADROCK HAM 5.1: Original tile does not necessarily have to be the pFirer's tile
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INT32 sTargetGridNo;
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INT16 sHitBy;
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INT32 iImpact;
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@@ -73,6 +74,8 @@ typedef struct
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// the bullet animation functions to create a lightpath for this bullet. This means now all bullets in a tracer
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// magazine will cause a lightshow (that's the intended result).
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BOOLEAN fTracer;
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// HEADROCK HAM 5: Fragments. They are handled slightly differently by the bullet functions.
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BOOLEAN fFragment;
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} BULLET;
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extern UINT32 guiNumBullets;
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@@ -82,6 +85,8 @@ void RemoveBullet( INT32 iBullet );
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void StopBullet( INT32 iBullet );
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void UpdateBullets( );
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BULLET *GetBulletPtr( INT32 iBullet );
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INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, INT16 sHitBy, UINT8 * pubSpecial );
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void DeleteAllBullets( );
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