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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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@@ -67,6 +67,8 @@ INT8 ChanceToGetThrough( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT d
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INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sHitBy, BOOLEAN fBuckshot, BOOLEAN fFake );
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// HEADROCK HAM 4: Changed the name of one argument to avoid confusion with the new CTH system.
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INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sApertureRatio, BOOLEAN fBuckshot, BOOLEAN fFake );
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// HEADROCK HAM 5: Function for fragments ejected from an explosion.
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INT8 FireFragmentGivenTarget( SOLDIERTYPE * pThrower, FLOAT dStartX, FLOAT dStartY, FLOAT dStartZ, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usExplosiveItem );
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#define CALC_FROM_ALL_DIRS -1
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#define CALC_FROM_WANTED_DIR -2
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@@ -223,11 +225,14 @@ void CalcMuzzleSway( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzl
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FLOAT CalcBulletDeviation( SOLDIERTYPE *pShooter, FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, OBJECTTYPE *pWeapon, UINT32 uiRange );
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void LimitImpactPointByFacing( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, FLOAT *dEndX, FLOAT *dEndY );
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void LimitImpactPointToMaxAperture( FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, FLOAT dDistanceAperture );
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UINT32 CalcCounterForceFrequency(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon);
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// HEADROCK HAM 5: Removed and replaced by continuously-variable CF
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// UINT32 CalcCounterForceFrequency(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon);
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FLOAT CalcCounterForceMax(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT8 uiStance = 0);
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UINT32 CalcCounterForceAccuracy(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT32 uiRange, BOOLEAN fTracer, bool fAnticipate = false);
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void CalcPreRecoilOffset( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzleOffsetY, UINT32 uiRange );
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void CalcRecoilOffset( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzleOffsetY, OBJECTTYPE *pWeapon, UINT32 uiRange );
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// HEADROCK HAM 5: New function, completely replaces the Counter Force Frequency check.
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FLOAT CalcCounterForceChange( SOLDIERTYPE * pShooter, UINT32 uiCounterForceAccuracy, FLOAT dCounterForceMax, FLOAT dMuzzleOffset, INT8 bRecoil, FLOAT dPrevCounterForce, UINT32 uiIntendedBullets );
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// HEADROCK HAM 4: Required for shooting mechanic
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extern INT8 EffectiveMarksmanship( SOLDIERTYPE * pSoldier );
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