- 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:
lalien
2006-06-07 18:44:37 +00:00
parent f937772476
commit ea7e68297c
4 changed files with 72 additions and 11 deletions
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.187" };
INT16 zVersionLabel[256] = { L"Release v1.13.189" };
#endif
+2 -2
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@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.187_2006_06_07.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.189_2006_06_07.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.187_2006_06_07.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.189_2006_06_07.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+63 -3
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@@ -1327,6 +1327,67 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
switch( Item[ pItemNumbers[ i ] ].usItemClass )
{
case IC_GUN:
//Calculate AP's
//INT16 apStr[20];
//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
//{
// INT16 apStr2[20];
// UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
// swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
// if (GetShotsPerBurst(pObject) > 0)
// {
// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
// wcscat( apStr, apStr2 );
// }
// else
// {
// wcscat( apStr, L" / -" );
// }
// if (GetAutofireShotsPerFiveAPs(pObject) > 0)
// {
// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
// wcscat( apStr, apStr2 );
// }
// else
// {
// wcscat( apStr, L" / -" );
// }
//}
//else
//{
// swprintf( (wchar_t *)apStr, L"" );
//}
//Info for weapons
//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
{
UINT16 gunDamage = (UINT16)( Weapon[ pItemNumbers[ i ] ].ubImpact + ( (double) Weapon[ pItemNumbers[ i ] ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
swprintf( (wchar_t *)pStr, L"%s (%s)\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ],
AmmoCaliber[ Weapon[ pItemNumbers[ i ] ].ubCalibre ],
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ pItemNumbers[ i ] ].bAccuracy, //Accuracy
gWeaponStatsDesc[ 11 ], //Damage String
gunDamage, //Gun damage
gWeaponStatsDesc[ 10 ], //Range String
Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
//apStr, //AP's
L"- / - / -",
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_LAUNCHER:
//Calculate AP's
//INT16 apStr[20];
@@ -1364,13 +1425,12 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
//}
//Info for weapons
if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
{
UINT16 gunDamage = (UINT16)( Weapon[ pItemNumbers[ i ] ].ubImpact + ( (double) Weapon[ pItemNumbers[ i ] ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
swprintf( (wchar_t *)pStr, L"%s (%s)\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ],
AmmoCaliber[ Weapon[ pItemNumbers[ i ] ].ubCalibre ],
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ pItemNumbers[ i ] ].bAccuracy, //Accuracy
gWeaponStatsDesc[ 11 ], //Damage String
+6 -5
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@@ -9789,7 +9789,7 @@ void SelectMoveAnimationFromStance( SOLDIERTYPE *pSoldier )
void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth )
{
UINT16 usAnimSurface;
UINT16 usAnimSurface;
ETRLEObject *pTrav;
usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
@@ -9802,12 +9802,12 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
return;
}
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
{
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
{
*psHeight = (INT16)5;
*psWidth = (INT16)5;
return;
}
}
// OK, noodle here on what we should do... If we take each frame, it will be different slightly
// depending on the frame and the value returned here will vary thusly. However, for the
@@ -9815,7 +9815,8 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
if ( pSoldier->usAniFrame >= gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects )
{
int i = 0;
//int i = 0;
return;
}
pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] );