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synced 2026-07-22 13:40:22 +02:00
- Bobby Ray's tool tips for GL fixed
- bug fix: CTD when shoot at soldier and see items afterwards (happens not always) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@189 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -23,7 +23,7 @@ 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 v1.13.187" };
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INT16 zVersionLabel[256] = { L"Release v1.13.189" };
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#endif
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+2
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@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.187_2006_06_07.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.189_2006_06_07.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.187_2006_06_07.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.189_2006_06_07.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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+63
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@@ -1327,6 +1327,67 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
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switch( Item[ pItemNumbers[ i ] ].usItemClass )
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{
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case IC_GUN:
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//Calculate AP's
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//INT16 apStr[20];
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//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
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//{
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// INT16 apStr2[20];
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// UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
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// swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
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// if (GetShotsPerBurst(pObject) > 0)
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// {
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// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
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// wcscat( apStr, apStr2 );
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// }
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// else
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// {
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// wcscat( apStr, L" / -" );
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// }
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// if (GetAutofireShotsPerFiveAPs(pObject) > 0)
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// {
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// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
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// wcscat( apStr, apStr2 );
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// }
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// else
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// {
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// wcscat( apStr, L" / -" );
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// }
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//}
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//else
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//{
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// swprintf( (wchar_t *)apStr, L"" );
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//}
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//Info for weapons
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//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
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{
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UINT16 gunDamage = (UINT16)( Weapon[ pItemNumbers[ i ] ].ubImpact + ( (double) Weapon[ pItemNumbers[ i ] ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
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swprintf( (wchar_t *)pStr, L"%s (%s)\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
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ItemNames[ pItemNumbers[ i ] ],
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AmmoCaliber[ Weapon[ pItemNumbers[ i ] ].ubCalibre ],
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gWeaponStatsDesc[ 9 ], //Accuracy String
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Weapon[ pItemNumbers[ i ] ].bAccuracy, //Accuracy
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gWeaponStatsDesc[ 11 ], //Damage String
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gunDamage, //Gun damage
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gWeaponStatsDesc[ 10 ], //Range String
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Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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//apStr, //AP's
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L"- / - / -",
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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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);
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}
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break;
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case IC_LAUNCHER:
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//Calculate AP's
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//INT16 apStr[20];
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@@ -1364,13 +1425,12 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
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//}
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//Info for weapons
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if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
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//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
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{
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UINT16 gunDamage = (UINT16)( Weapon[ pItemNumbers[ i ] ].ubImpact + ( (double) Weapon[ pItemNumbers[ i ] ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
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swprintf( (wchar_t *)pStr, L"%s (%s)\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
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swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
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ItemNames[ pItemNumbers[ i ] ],
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AmmoCaliber[ Weapon[ pItemNumbers[ i ] ].ubCalibre ],
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gWeaponStatsDesc[ 9 ], //Accuracy String
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Weapon[ pItemNumbers[ i ] ].bAccuracy, //Accuracy
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gWeaponStatsDesc[ 11 ], //Damage String
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@@ -9789,7 +9789,7 @@ void SelectMoveAnimationFromStance( SOLDIERTYPE *pSoldier )
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void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth )
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{
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UINT16 usAnimSurface;
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UINT16 usAnimSurface;
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ETRLEObject *pTrav;
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usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
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@@ -9802,12 +9802,12 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
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return;
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}
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if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
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{
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if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
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{
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*psHeight = (INT16)5;
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*psWidth = (INT16)5;
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return;
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}
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}
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// OK, noodle here on what we should do... If we take each frame, it will be different slightly
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// depending on the frame and the value returned here will vary thusly. However, for the
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@@ -9815,7 +9815,8 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
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if ( pSoldier->usAniFrame >= gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects )
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{
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int i = 0;
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//int i = 0;
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return;
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}
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pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] );
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