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
This commit is contained in:
Wanne
2006-07-20 17:54:52 +00:00
parent d18502accb
commit e96c84cf55
4 changed files with 85 additions and 11 deletions
+36 -6
View File
@@ -311,16 +311,20 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, UINT16 usMapPo
}
// WANNE 4: Zeigt den Schusscursor, wenn dieser auf einem Gegner steht
UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags )
{
UINT8 switchVal;
BOOLEAN fEnoughPoints = TRUE;
UINT8 bFutureAim;
INT16 sAPCosts;
INT16 sAPCostsMin;
UINT16 usCursor=0;
BOOLEAN fMaxPointLimitHit = FALSE;
UINT16 usInHand;
UINT16 reverse = 0;
UINT8 maxAimLevels = AllowedAimingLevels(pSoldier);
usInHand = pSoldier->inv[ HANDPOS ].usItem;
@@ -411,19 +415,45 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
}
else
{
// WANNE 4: Wie oft erhöht?
bFutureAim = (INT8)( pSoldier->bShownAimTime + 1 );
if ( bFutureAim <= maxAimLevels )
{
sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + ( bFutureAim );
// Determine if we can afford!
if ( !EnoughPoints( pSoldier, (INT16)sAPCosts, 0 , FALSE ) )
if (reverse == 0)
{
fEnoughPoints = FALSE;
// WANNE 4: Aktuelle AP Kosten fürs ziehlen
sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + ( bFutureAim );
//gsCurrentActionPoints = sAPCosts;
// Determine if we can afford!
if ( !EnoughPoints( pSoldier, (INT16)sAPCosts, 0 , FALSE ) )
{
fEnoughPoints = FALSE;
}
}
else
{
sAPCosts = MinAPsToAttack( pSoldier, usMapPos, TRUE ) + maxAimLevels - (bFutureAim + 1);
gsCurrentActionPoints = sAPCosts;
sAPCostsMin = MinAPsToAttack( pSoldier, usMapPos, TRUE );
if (sAPCosts < sAPCostsMin)
{
fEnoughPoints = FALSE;
}
}
//// Determine if we can afford!
//if ( !EnoughPoints( pSoldier, (INT16)sAPCosts, 0 , FALSE ) )
//{
// fEnoughPoints = FALSE;
//}
}
}
}
@@ -905,7 +935,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos, BOOLE
// WANNE 4: Zeigt den Schusscursor, wenn dieser auf keinem Gegner steht
UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, UINT16 usMapPos , BOOLEAN fShowAPs, BOOLEAN fRecalc, UINT32 uiCursorFlags )
{
UINT16 usInHand;