*************************

* HAM 3.6 (by Headrock) *
*************************
- Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days
- For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-20 15:49:46 +00:00
parent 53821fcf49
commit f010769397
120 changed files with 16937 additions and 2200 deletions
+12 -10
View File
@@ -387,8 +387,10 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN
pSoldier->bDoAutofire++;
sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0);
}
while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && sAPCosts == sCurAPCosts && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire);
pSoldier->bDoAutofire--;
}
gfUIAutofireBulletCount = TRUE;
@@ -579,7 +581,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN
// and also a Targetted Bodypart indicator.
if(pSoldier->bDoAutofire == 0 && gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
{
if (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2)
if (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2)
{
// Burst mode only
OBJECTTYPE * pInHand;
@@ -648,7 +650,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN
else if(pSoldier->bDoAutofire > 0 && gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
{
if (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3)
if (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3)
{
gbCtHBurstCount = 1;
@@ -1412,9 +1414,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
gfUIBodyHitLocation = TRUE;
// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
// CTH cursors.
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
gfUIBodyHitLocation = TRUE;
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
gfUIBodyHitLocation = TRUE;
return;
}
@@ -1441,9 +1443,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
gfUIBodyHitLocation = TRUE;
// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
// CTH cursors.
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
gfUIBodyHitLocation = TRUE;
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
gfUIBodyHitLocation = TRUE;
break;
@@ -1453,9 +1455,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
gfUIBodyHitLocation = TRUE;
// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
// CTH cursors.
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
gfUIBodyHitLocation = TRUE;
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
gfUIBodyHitLocation = TRUE;
break;
@@ -1465,9 +1467,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
gfUIBodyHitLocation = TRUE;
// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
// CTH cursors.
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
gfUIBodyHitLocation = TRUE;
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
gfUIBodyHitLocation = TRUE;
break;
}