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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
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@@ -1298,7 +1298,7 @@ void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAt
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else
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// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
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// ubChanceToHit = MAXCHANCETOHIT;
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ubChanceToHit = gGameExternalOptions.iMaximumCTH;
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ubChanceToHit = gGameExternalOptions.ubMaximumCTH;
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//NumMessage("chance to Hit = ",ubChanceToHit);
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//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].name,ubAimTime,ubChanceToHit);
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@@ -1477,7 +1477,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
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else
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// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
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// ubChanceToHit = MAXCHANCETOHIT;
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ubChanceToHit = gGameExternalOptions.iMaximumCTH;
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ubChanceToHit = gGameExternalOptions.ubMaximumCTH;
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//NumMessage("chance to Hit = ",ubChanceToHit);
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//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].name,ubAimTime,ubChanceToHit);
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@@ -1886,8 +1886,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
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WEAPONTYPE *pWeapon;
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OBJECTTYPE *pObj, *pObj2;
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// HEADROCK HAM 3.3: Attempt to reload now takes magazine type into account. Prefernace will be given to magazines of similar type.
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pObj = &(pSoldier->inv[HANDPOS]);
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pWeapon = &(Weapon[pSoldier->inv[HANDPOS].usItem]);
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bSlot = FindAmmo( pSoldier, pWeapon->ubCalibre, pWeapon->ubMagSize, NO_SLOT );
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bSlot = FindAmmo( pSoldier, pWeapon->ubCalibre, pWeapon->ubMagSize, GetAmmoType(pObj), NO_SLOT );
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//if (bSlot != NO_SLOT)
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//{
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@@ -1898,7 +1900,7 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
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//}
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//<SB> manual recharge
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pObj = &(pSoldier->inv[HANDPOS]);
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//pObj = &(pSoldier->inv[HANDPOS]);
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if ((*pObj)[0]->data.gun.ubGunShotsLeft && !((*pObj)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
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{
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