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Fix: Correct offsets in laptop zoom in/out animation in all 3 resolutions
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@359 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+36
-6
@@ -311,16 +311,20 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, UINT16 usMapPo
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}
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// WANNE 4: Zeigt den Schusscursor, wenn dieser auf einem Gegner steht
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UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags )
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{
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UINT8 switchVal;
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BOOLEAN fEnoughPoints = TRUE;
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UINT8 bFutureAim;
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INT16 sAPCosts;
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INT16 sAPCostsMin;
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UINT16 usCursor=0;
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BOOLEAN fMaxPointLimitHit = FALSE;
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UINT16 usInHand;
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UINT16 reverse = 0;
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UINT8 maxAimLevels = AllowedAimingLevels(pSoldier);
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usInHand = pSoldier->inv[ HANDPOS ].usItem;
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@@ -411,19 +415,45 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
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}
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else
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{
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// WANNE 4: Wie oft erhöht?
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bFutureAim = (INT8)( pSoldier->bShownAimTime + 1 );
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if ( bFutureAim <= maxAimLevels )
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{
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sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + ( bFutureAim );
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// Determine if we can afford!
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if ( !EnoughPoints( pSoldier, (INT16)sAPCosts, 0 , FALSE ) )
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if (reverse == 0)
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{
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fEnoughPoints = FALSE;
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// WANNE 4: Aktuelle AP Kosten fürs ziehlen
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sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + ( bFutureAim );
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//gsCurrentActionPoints = sAPCosts;
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// Determine if we can afford!
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if ( !EnoughPoints( pSoldier, (INT16)sAPCosts, 0 , FALSE ) )
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{
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fEnoughPoints = FALSE;
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}
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}
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else
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{
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sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + maxAimLevels - (bFutureAim + 1);
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gsCurrentActionPoints = sAPCosts;
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sAPCostsMin = MinAPsToAttack( pSoldier, usMapPos, TRUE );
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if (sAPCosts < sAPCostsMin)
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{
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fEnoughPoints = FALSE;
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}
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}
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//// Determine if we can afford!
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//if ( !EnoughPoints( pSoldier, (INT16)sAPCosts, 0 , FALSE ) )
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//{
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// fEnoughPoints = FALSE;
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//}
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}
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}
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}
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@@ -905,7 +935,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
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// WANNE 4: Zeigt den Schusscursor, wenn dieser auf keinem Gegner steht
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UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos , BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags )
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{
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UINT16 usInHand;
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