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*************************
* 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:
+12
-10
@@ -387,8 +387,10 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN
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pSoldier->bDoAutofire++;
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sAPCosts = CalcTotalAPsToAttack( pSoldier, sMapPos, TRUE, 0);
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}
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while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && sAPCosts == sCurAPCosts && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire);
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pSoldier->bDoAutofire--;
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}
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gfUIAutofireBulletCount = TRUE;
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@@ -579,7 +581,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN
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// and also a Targetted Bodypart indicator.
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if(pSoldier->bDoAutofire == 0 && gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
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{
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if (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2)
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if (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2)
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{
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// Burst mode only
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OBJECTTYPE * pInHand;
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@@ -648,7 +650,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, BOOLEAN
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else if(pSoldier->bDoAutofire > 0 && gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
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{
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if (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3)
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if (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3)
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{
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gbCtHBurstCount = 1;
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@@ -1412,9 +1414,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
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gfUIBodyHitLocation = TRUE;
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// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
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// CTH cursors.
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
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gfUIBodyHitLocation = TRUE;
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gfUIBodyHitLocation = TRUE;
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return;
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}
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@@ -1441,9 +1443,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
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gfUIBodyHitLocation = TRUE;
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// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
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// CTH cursors.
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
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gfUIBodyHitLocation = TRUE;
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gfUIBodyHitLocation = TRUE;
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break;
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@@ -1453,9 +1455,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
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gfUIBodyHitLocation = TRUE;
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// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
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// CTH cursors.
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
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gfUIBodyHitLocation = TRUE;
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gfUIBodyHitLocation = TRUE;
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break;
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@@ -1465,9 +1467,9 @@ void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN f
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gfUIBodyHitLocation = TRUE;
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// HEADROCK: This'll toggle whether the bodypart targetting indicator shows up in the burst/auto
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// CTH cursors.
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 2) )
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else if ( pSoldier->bDoBurst && !pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
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gfUIBodyHitLocation = TRUE;
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.iNewCTHBars == 1 || gGameExternalOptions.iNewCTHBars == 3) )
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else if ( pSoldier->bDoBurst && pSoldier->bDoAutofire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gfUIBodyHitLocation = TRUE;
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break;
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}
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