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Auto Resolve code: added type change missing from previous commit, fixed some compiler warnings.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9210 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4379,7 +4379,7 @@ BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
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void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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{
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INT16 sAttack;
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UINT16 sDefence;
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INT16 sDefence;
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UINT8 ubImpact;
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UINT8 ubLocation;
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INT16 sAccuracy;
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@@ -4489,7 +4489,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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fCannon = TRUE;
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// cannons have a huge splash zone, so they are much more likely to hit
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sAttack *= 1.5;
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sAttack = (INT16)(sAttack * 1.5);
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}
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// if our target is a tank, we use heavy weapons if we have any
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else if ( (ARMED_VEHICLE( pTarget->pSoldier ) || ENEMYROBOT( pTarget->pSoldier )) && FireAntiTankWeapon( pAttacker ) )
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@@ -4497,7 +4497,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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fAntiTank = TRUE;
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// hitting a tank with an rpg isn't easy
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sAttack *= 0.8;
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sAttack = (INT16)(sAttack * 0.8);
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}
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else if( !FireAShot( pAttacker ) )
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{
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@@ -4664,7 +4664,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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UINT8 ubAmmoType = Magazine[Item[(&pAttacker->pSoldier->inv[pAttacker->bWeaponSlot])->usItem].ubClassIndex].ubAmmoType;
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ubImpact *= AmmoTypes[ubAmmoType].dDamageModifierTank;
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ubImpact = (UINT8)(ubImpact * AmmoTypes[ubAmmoType].dDamageModifierTank);
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iRandom = Random( 100 );
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if ( iRandom < 15 )
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@@ -4715,7 +4715,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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if (sDefence >= pTarget->usDefence)
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iRandom = PreRandom(sDefence - pTarget->usDefence);
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else
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iRandom = -PreRandom(pTarget->usDefence - sDefence);
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iRandom = -(INT16)PreRandom(pTarget->usDefence - sDefence);
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sAccuracy = (sAttack - sDefence + iRandom) / 10;
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@@ -4757,7 +4757,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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if (sDefence >= pTarget->usDefence)
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iRandom = PreRandom(sDefence - pTarget->usDefence);
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else
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iRandom = -PreRandom(pTarget->usDefence - sDefence);
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iRandom = -(INT16)PreRandom(pTarget->usDefence - sDefence);
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sAccuracy = (sAttack - sDefence + iRandom) / 10;
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