mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
-tested and fixed new camouflage types and ammo weights
-fixed localization to read in XML file git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -23,12 +23,12 @@ 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 v1.13.389" };
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INT16 zVersionLabel[256] = { L"Release v1.13.400" };
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#endif
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INT8 czVersionNumber[16] = { "Build 06.08.01" };
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INT8 czVersionNumber[16] = { "Build 06.08.03" };
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INT16 zTrackingNumber[16] = { L"Z" };
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@@ -119,7 +119,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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strcpy(fileName, directoryName);
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strcat(fileName, ITEMSFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInItemStats(fileName))
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if(!ReadInItemStats(fileName,FALSE))
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return FALSE;
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//Madd: Simple localization
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@@ -138,7 +138,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInItemStats(fileName))
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if(!ReadInItemStats(fileName,TRUE))
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return FALSE;
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}
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#endif
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@@ -149,7 +149,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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if ( FileExists(fileName) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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if(!ReadInItemStats(fileName))
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if(!ReadInItemStats(fileName,TRUE))
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return FALSE;
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}
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#endif
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@@ -7543,7 +7543,7 @@ void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldi
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
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Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
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pInvPanelTitleStrings[ 3 ], //Camo string
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Item[ usItem ].camobonus, //Camo bonus
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GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus
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gWeaponStatsDesc[ 12 ], //Weight string
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fWeight, //Weight
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GetWeightUnitString() //Weight units
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+105
-17
@@ -2200,7 +2200,7 @@ UINT8 CalculateObjectWeight( OBJECTTYPE *pObject )
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{
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if (pObject->ubShotsLeft[cnt] > 0 )
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{
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usWeight += (INT16)(pObject->ubShotsLeft[cnt]/Magazine[pItem->usItemClass].ubMagSize) * pItem->ubWeight;
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usWeight += (INT16)(pObject->ubShotsLeft[cnt]/Magazine[pItem->ubClassIndex].ubMagSize) * pItem->ubWeight;
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}
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}
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}
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@@ -5685,9 +5685,6 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
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//get total camo bonus for kit -- note that camo kits now require the camobonus tag to be set
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int itemCamo = Item[pObj->usItem].camobonus + Item[pObj->usItem].urbanCamobonus + Item[pObj->usItem].desertCamobonus + Item[pObj->usItem].snowCamobonus;
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if ( itemCamo < 100 )
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usTotalKitPoints = (INT16)((itemCamo / 100) * usTotalKitPoints);
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int totalCamo = pSoldier->bCamo + pSoldier->wornCamo + pSoldier->urbanCamo+pSoldier->wornUrbanCamo+pSoldier->desertCamo+pSoldier->wornDesertCamo+pSoldier->snowCamo+pSoldier->wornSnowCamo;
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if ((totalCamo) >= 100)
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{
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@@ -5701,15 +5698,15 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
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bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
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//figure out proportions of each to be applied, one item can theoretically have more than one camouflage type this way
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int urban = (int)((Item[pObj->usItem].urbanCamobonus / itemCamo) * bPointsToUse);
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int jungle = (int)((Item[pObj->usItem].camobonus / itemCamo) * bPointsToUse);
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int desert = (int)((Item[pObj->usItem].desertCamobonus / itemCamo) * bPointsToUse);
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int snow = (int)((Item[pObj->usItem].snowCamobonus / itemCamo) * bPointsToUse);
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int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / itemCamo );
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int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse / itemCamo );
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int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / itemCamo );
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int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / itemCamo );
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pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle * 2);
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pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban * 2);
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pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert * 2);
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pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow * 2);
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pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle );
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pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban );
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pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert );
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pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow );
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UseKitPoints( pObj, bPointsToUse, pSoldier );
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@@ -7168,6 +7165,45 @@ INT16 GetCamoBonus( OBJECTTYPE * pObj )
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}
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return( bns );
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}
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INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj )
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{
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INT8 bLoop;
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INT16 bns=0;
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bns = (INT16) (Item[pObj->usItem].urbanCamobonus);// * (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]].urbanCamobonus);// * (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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INT16 GetDesertCamoBonus( OBJECTTYPE * pObj )
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{
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INT8 bLoop;
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INT16 bns=0;
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bns = (INT16) (Item[pObj->usItem].desertCamobonus);// * (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]].desertCamobonus);// * (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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INT16 GetSnowCamoBonus( OBJECTTYPE * pObj )
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{
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INT8 bLoop;
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INT16 bns=0;
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bns = (INT16) (Item[pObj->usItem].snowCamobonus);// * (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]].snowCamobonus);// * (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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INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
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{
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INT8 bLoop;
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@@ -7181,6 +7217,45 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
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return __min( ttl, 100 );
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}
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INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
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{
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INT8 bLoop;
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INT16 ttl=0;
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for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
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{
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if ( pSoldier->inv[bLoop].usItem > NONE )
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ttl += GetUrbanCamoBonus(&pSoldier->inv[bLoop]);
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}
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return __min( ttl, 100 );
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}
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INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
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{
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INT8 bLoop;
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INT16 ttl=0;
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for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
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{
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if ( pSoldier->inv[bLoop].usItem > NONE )
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ttl += GetDesertCamoBonus(&pSoldier->inv[bLoop]);
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}
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return __min( ttl, 100 );
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}
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INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
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{
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INT8 bLoop;
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INT16 ttl=0;
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for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
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{
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if ( pSoldier->inv[bLoop].usItem > NONE )
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ttl += GetSnowCamoBonus(&pSoldier->inv[bLoop]);
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}
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return __min( ttl, 100 );
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}
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void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
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{
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@@ -7189,12 +7264,25 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
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INT16 newCamo = GetWornCamo ( pSoldier );
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INT16 oldCamo = pSoldier->wornCamo;
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if ( oldCamo != newCamo )
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{
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pSoldier->wornCamo = newCamo;
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pSoldier->wornCamo = (INT8)newCamo;
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if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
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DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
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}
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newCamo = GetWornUrbanCamo ( pSoldier );
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oldCamo = pSoldier->wornUrbanCamo;
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if ( oldCamo != newCamo )
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pSoldier->wornUrbanCamo = (INT8)newCamo;
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newCamo = GetWornDesertCamo ( pSoldier );
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oldCamo = pSoldier->wornDesertCamo;
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if ( oldCamo != newCamo )
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pSoldier->wornDesertCamo = (INT8)newCamo;
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newCamo = GetWornSnowCamo ( pSoldier );
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oldCamo = pSoldier->wornSnowCamo;
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if ( oldCamo != newCamo )
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pSoldier->wornSnowCamo = (INT8)newCamo;
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if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
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DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
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//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
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if ( pSoldier->bInSector)
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@@ -294,5 +294,14 @@ INT8 FindNightGoggles( SOLDIERTYPE * pSoldier, INT16 bonusToBeat );
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INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj );
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UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier);
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INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier );
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INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj );
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INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier );
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INT16 GetDesertCamoBonus( OBJECTTYPE * pObj );
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INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier );
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INT16 GetSnowCamoBonus( OBJECTTYPE * pObj );
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#endif
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+11
-17
@@ -1613,17 +1613,11 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
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}
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//get the total camouflage
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float jungle = (float)(pEndSoldier->bCamo + pEndSoldier->wornCamo);
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float urban = (float)(pEndSoldier->urbanCamo + pEndSoldier->wornUrbanCamo);
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float desert = (float)(pEndSoldier->desertCamo + pEndSoldier->wornDesertCamo);
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float snow = (float)(pEndSoldier->snowCamo + pEndSoldier->wornSnowCamo);
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int totalCamo = (int)(jungle + urban + desert + snow);
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//get the percentage of each type
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jungle = jungle / totalCamo;
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urban = urban / totalCamo;
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desert = desert / totalCamo;
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snow = snow / totalCamo;
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int jungle = max(1,min(100,pEndSoldier->bCamo + pEndSoldier->wornCamo));
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int urban = max(1,min(100,pEndSoldier->urbanCamo + pEndSoldier->wornUrbanCamo));
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int desert = max(1,min(100,pEndSoldier->desertCamo + pEndSoldier->wornDesertCamo));
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int snow = max(1,min(100,pEndSoldier->snowCamo + pEndSoldier->wornSnowCamo));
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int totalCamo = max(1,min(100,jungle + urban + desert + snow));
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if ( ( totalCamo ) > 0 && !bAware )
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{
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@@ -1647,23 +1641,23 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
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{
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case LOW_GRASS:
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case HIGH_GRASS: // jungle camo bonus
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iTemp -= iTemp * (int)(jungle * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (jungle * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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case FLAT_FLOOR: // flat floor = indoors
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case PAVED_ROAD: // urban camo bonus
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iTemp -= iTemp * (int)(urban * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (urban * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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case DIRT_ROAD: // desert camo bonus
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case TRAIN_TRACKS:
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iTemp -= iTemp * (int)(desert * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (desert * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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//case ??? : // snow camo bonus
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// iTemp -= iTemp * (snow * bEffectiveCamo / 3) / 100;
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// iTemp -= iTemp * (snow * bEffectiveCamo / 3 / totalCamo) / 100;
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// break;
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case FLAT_GROUND:
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//in this case both desert and jungle can work:
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iTemp -= iTemp * (int)(jungle * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (int)(desert * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (jungle * bEffectiveCamo / 3 / totalCamo) / 100;
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iTemp -= iTemp * (desert * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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default:
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break;
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@@ -457,10 +457,10 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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if ( i != NO_SLOT && Random( 5 ) < SoldierDifficultyLevel( &Soldier ))
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{
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// start camouflaged
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Soldier.bCamo = Item[i].camobonus;
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Soldier.urbanCamo = Item[i].urbanCamobonus;
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Soldier.desertCamo = Item[i].desertCamobonus;
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Soldier.snowCamo = Item[i].snowCamobonus;
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Soldier.bCamo = (INT8)Item[i].camobonus;
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Soldier.urbanCamo = (INT8)Item[i].urbanCamobonus;
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Soldier.desertCamo = (INT8)Item[i].desertCamobonus;
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Soldier.snowCamo = (INT8)Item[i].snowCamobonus;
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}
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}
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}
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+1
-1
@@ -67,7 +67,7 @@ typedef PARSE_STAGE;
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#define EXPLOSIONDATAFILENAME "ExplosionData.xml"
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#define CITYTABLEFILENAME "Cities.xml"
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extern BOOLEAN ReadInItemStats(STR fileName);
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extern BOOLEAN ReadInItemStats(STR fileName, BOOLEAN localizedVersion);
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extern BOOLEAN WriteItemStats();
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extern BOOLEAN ReadInAttachmentStats(STR fileName);
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+10
-5
@@ -58,6 +58,8 @@ struct
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}
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||||
typedef itemParseData;
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||||
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BOOLEAN localizedTextOnly;
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||||
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static void XMLCALL
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itemStartElementHandle(void *userData, const char *name, const char **atts)
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{
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||||
@@ -70,7 +72,8 @@ itemStartElementHandle(void *userData, const char *name, const char **atts)
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{
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pData->curElement = ELEMENT_LIST;
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||||
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memset(pData->curArray,0,sizeof(INVTYPE)*pData->maxArraySize);
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if ( !localizedTextOnly )
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memset(pData->curArray,0,sizeof(INVTYPE)*pData->maxArraySize);
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pData->maxReadDepth++; //we are not skipping this element
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}
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@@ -78,7 +81,8 @@ itemStartElementHandle(void *userData, const char *name, const char **atts)
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{
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pData->curElement = ELEMENT;
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memset(&pData->curItem,0,sizeof(INVTYPE));
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if ( !localizedTextOnly )
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memset(&pData->curItem,0,sizeof(INVTYPE));
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||||
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pData->maxReadDepth++; //we are not skipping this element
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||||
}
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||||
@@ -250,9 +254,8 @@ itemEndElementHandle(void *userData, const char *name)
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||||
{
|
||||
if ( pData->curItem.usItemClass != 0 )
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pData->curArray[pData->curItem.uiIndex] = pData->curItem; //write the item into the table
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||||
else if ( sizeof(pData->curItem.szItemName)>0 )
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else if ( sizeof(pData->curItem.szItemName)>0 && localizedTextOnly )
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||||
{
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||||
//Madd: needs testing
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strcpy(pData->curArray[pData->curItem.uiIndex].szItemName,pData->curItem.szItemName);
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strcpy(pData->curArray[pData->curItem.uiIndex].szLongItemName,pData->curItem.szLongItemName);
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||||
strcpy(pData->curArray[pData->curItem.uiIndex].szBRName,pData->curItem.szBRName);
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||||
@@ -946,7 +949,7 @@ itemEndElementHandle(void *userData, const char *name)
|
||||
|
||||
|
||||
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||||
BOOLEAN ReadInItemStats(STR fileName)
|
||||
BOOLEAN ReadInItemStats(STR fileName, BOOLEAN localizedVersion )
|
||||
{
|
||||
HWFILE hFile;
|
||||
UINT32 uiBytesRead;
|
||||
@@ -955,6 +958,8 @@ BOOLEAN ReadInItemStats(STR fileName)
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||||
XML_Parser parser = XML_ParserCreate(NULL);
|
||||
|
||||
itemParseData pData;
|
||||
|
||||
localizedTextOnly = localizedVersion;
|
||||
|
||||
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading Items.xml" );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user