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If USE_AIMED_BURST and AIMED_BURST_ALTERNATE_KEY are TRUE, we now use [o] intead of [Alt] + [t] to toggle aiming. This is for people who have no working mousewheel and thus couldn't aim with auto-only weapons.
This is necessary as [ALT] switches the mousewheel function between increasing aiming levels and adding more bullets. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6583 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3894,8 +3894,18 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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else
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{
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// Flugente: alternate for people without mousewheel who want to aim auto-only weapons
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if ( gGameExternalOptions.bAimedBurstEnabled && gGameExternalOptions.bAimedBurstAlternateKey && gCurrentUIMode == CONFIRM_ACTION_MODE )
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{
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SOLDIERTYPE * pSoldier;
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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HandleWheelAdjustCursor( pSoldier, usMapPos, 1,brstmode );
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}
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}
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// nothing in hand and the Options Screen button for whichever panel we're in must be enabled
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if ( ( gpItemPointer == NULL ) && !gfDisableTacticalPanelButtons &&
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else if ( ( gpItemPointer == NULL ) && !gfDisableTacticalPanelButtons &&
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( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ OPTIONS_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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{
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if( !fDisableMapInterfaceDueToBattle )
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@@ -4296,17 +4306,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if( fAlt )
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{
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// Flugente: alternate for people without mousewheel who want to aim auto-only weapons
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if ( gGameExternalOptions.bAimedBurstEnabled && gGameExternalOptions.bAimedBurstAlternateKey && gCurrentUIMode == CONFIRM_ACTION_MODE )
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{
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SOLDIERTYPE * pSoldier;
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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HandleRightClickAdjustCursor( pSoldier, usMapPos );
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}
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}
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else if ( CHEATER_CHEAT_LEVEL( ) )
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if ( CHEATER_CHEAT_LEVEL( ) )
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{
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TeleportSelectedSoldier();
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}
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