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-small change to autofire spread bursts to enable selection of # of rounds fired
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@422 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+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 v1.13.420" };
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INT16 zVersionLabel[256] = { L"Release v1.13.422" };
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#endif
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@@ -135,17 +135,22 @@ void PickBurstLocations( SOLDIERTYPE *pSoldier )
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{
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INT16 sAPCosts;
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pSoldier->bDoAutofire = 1;
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do
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if ( pSoldier->bDoAutofire <= gbNumBurstLocations )
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{
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pSoldier->bDoAutofire++;
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sAPCosts = CalcTotalAPsToAttack( pSoldier, gsBurstLocations[0].sGridNo, TRUE, 0);
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pSoldier->bDoAutofire = 1;
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do
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{
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pSoldier->bDoAutofire++;
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sAPCosts = CalcTotalAPsToAttack( pSoldier, gsBurstLocations[0].sGridNo, TRUE, 0);
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}
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while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft >= pSoldier->bDoAutofire && gbNumBurstLocations >= pSoldier->bDoAutofire);
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pSoldier->bDoAutofire--;
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ubShotsPerBurst = __min(pSoldier->bDoAutofire,MAX_BURST_SPREAD_TARGETS);
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}
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while(EnoughPoints( pSoldier, sAPCosts, 0, FALSE ) && pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft >= pSoldier->bDoAutofire && gbNumBurstLocations >= pSoldier->bDoAutofire);
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pSoldier->bDoAutofire--;
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else if ( gbNumBurstLocations > 0 )
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ubShotsPerBurst = pSoldier->bDoAutofire / gbNumBurstLocations;
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ubShotsPerBurst = __min(pSoldier->bDoAutofire,MAX_BURST_SPREAD_TARGETS);
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}
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else
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{
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