mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
slightly improved cursor calculations
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8430 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+75
-74
@@ -1401,40 +1401,42 @@ extern UINT16 gsCurMouseWidth;*/
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void DrawMouseGraphicsNCTH( )
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{
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//////////////////////////////////////////////////////////////////////////////////////
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// HEADROCK HAM 4: This entire cursor drawing function is now OBSOLETE in NCTH.
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// Instead of drawing the targeting cursor on limited cursor space (in the MOUSEBUFFER),
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// I draw the new indicator directly on the FRAMEBUFFER through a function in
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// Tactical\Interface.CPP. It bypasses the cursor system entirely in order to create
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// a pseudo-cursor that can potentially be as large as the viewport (or larger). That
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// is unfortunately not doable with the cursor system, so this code is now commented out.
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// HEADROCK (HAM): Made several changes here to allow multi-shot CtH display for bursts.
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UINT16 * ptrBuf;
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UINT32 uiPitch;
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UINT32 cnt, i;
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UINT32 actualPct = __min(gbCtH[0],99);
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UINT16 usCBorderTop = Get16BPPColor( FROMRGB( 155, 155, 155 ) );
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UINT16 usCBorderBottom = Get16BPPColor( FROMRGB( 120, 120, 120 ) );
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UINT16 usCBar = Get16BPPColor( FROMRGB( 255, 255-255*actualPct/99, 0 ) );
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UINT16 usCBack = Get16BPPColor( FROMRGB( 155, 155-155*actualPct/99, 0 ) );
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UINT16 usCBar2 = Get16BPPColor( FROMRGB( 180, 140-140*actualPct/99, 0 ) );
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UINT16 usCBack2 = Get16BPPColor( FROMRGB( 110, 100-100*actualPct/99, 0 ) );
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UINT32 barLength = __min(35,gsCurMouseWidth);
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//UINT32 barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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UINT32 barY;
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if(gfUICtHBar)
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if ( gfUICtHBar )
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{
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//////////////////////////////////////////////////////////////////////////////////////
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// HEADROCK HAM 4: This entire cursor drawing function is now OBSOLETE in NCTH.
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// Instead of drawing the targeting cursor on limited cursor space (in the MOUSEBUFFER),
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// I draw the new indicator directly on the FRAMEBUFFER through a function in
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// Tactical\Interface.CPP. It bypasses the cursor system entirely in order to create
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// a pseudo-cursor that can potentially be as large as the viewport (or larger). That
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// is unfortunately not doable with the cursor system, so this code is now commented out.
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// HEADROCK (HAM): Made several changes here to allow multi-shot CtH display for bursts.
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UINT16 * ptrBuf;
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UINT32 uiPitch;
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UINT32 cnt, i;
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UINT32 actualPct = __min(gbCtH[0],99);
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UINT16 usCBorderTop = Get16BPPColor( FROMRGB( 155, 155, 155 ) );
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UINT16 usCBorderBottom = Get16BPPColor( FROMRGB( 120, 120, 120 ) );
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UINT16 usCBar = Get16BPPColor( FROMRGB( 255, 255-255*actualPct/99, 0 ) );
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UINT16 usCBack = Get16BPPColor( FROMRGB( 155, 155-155*actualPct/99, 0 ) );
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UINT16 usCBar2 = Get16BPPColor( FROMRGB( 180, 140-140*actualPct/99, 0 ) );
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UINT16 usCBack2 = Get16BPPColor( FROMRGB( 110, 100-100*actualPct/99, 0 ) );
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UINT32 barLength = __min(35,gsCurMouseWidth);
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//UINT32 barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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UINT32 barY;
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// HEADROCK HAM B1/2/2.6:
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// This causes the function to display two CTH bars for autofire - the CTH of the first bullet,
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// and the CTH of the last bullet in the volley, stored in gbCtH[0] and [1] respectively.
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if ( gbCtHAutoFire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gbCtHBurstCount = 2;
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else if ( gbCtHAutoFire )
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gbCtHBurstCount = 0;
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if ( gbCtHAutoFire )
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{
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if ( (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gbCtHBurstCount = 2;
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else
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gbCtHBurstCount = 0;
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}
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// Sets the initial offsets of the bars. Burst and Autofire will display them higher above the
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// cursor, to avoid obscuring the target or other data.
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if (gbCtHBurstCount > 1 && !gbCtHAutoFire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
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@@ -1444,14 +1446,14 @@ void DrawMouseGraphicsNCTH( )
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else
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barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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for (i=0; i<gbCtHBurstCount; i++)
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for (i=0; i<gbCtHBurstCount; ++i)
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{
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actualPct = __min(gbCtH[ i ],99);
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ptrBuf = (UINT16 *) LockMouseBuffer( &uiPitch );
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uiPitch >>= 1;
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for(cnt = gsCurMouseOffsetX+barLength/2;cnt > gsCurMouseOffsetX-barLength/2+1;cnt--)
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for(cnt = gsCurMouseOffsetX+barLength/2;cnt > gsCurMouseOffsetX-barLength/2+1; --cnt)
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{
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ptrBuf[cnt-1 + uiPitch*(3+barY)] = usCBorderBottom;
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ptrBuf[cnt-1 + uiPitch*barY] = usCBorderTop;
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@@ -1462,62 +1464,62 @@ void DrawMouseGraphicsNCTH( )
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ptrBuf[gsCurMouseOffsetX+barLength/2 + uiPitch*(2+barY)] = usCBorderBottom;
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ptrBuf[gsCurMouseOffsetX-barLength/2 + uiPitch*(2+barY)] = usCBorderTop;
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for(cnt = 0;cnt < (barLength-2)*actualPct/99;cnt++)
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for(cnt = 0;cnt < (barLength-2)*actualPct/99; ++cnt)
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{
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+2)] = usCBar2;
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+1)] = usCBar;
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}
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for(cnt = (barLength-2)*actualPct/99;cnt < (barLength-2);cnt++)
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for(cnt = (barLength-2)*actualPct/99;cnt < (barLength-2); ++cnt)
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{
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+2)] = usCBack2;
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+1)] = usCBack;
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}
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UnlockMouseBuffer();
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if (gbCtHBurstCount>1)
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barY = barY+5;
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barY = barY+5;
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}
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barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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}
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}
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void DrawMouseGraphics( )
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{
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if(UsingNewCTHSystem() == true){
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DrawMouseGraphicsNCTH();
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return;
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}
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// HEADROCK (HAM): Made several changes here to allow multi-shot CtH display for bursts.
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UINT16 * ptrBuf;
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UINT32 uiPitch;
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UINT32 cnt, i;
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UINT32 actualPct = __min(gbCtH[0],99);
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UINT16 usCBorderTop = Get16BPPColor( FROMRGB( 155, 155, 155 ) );
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UINT16 usCBorderBottom = Get16BPPColor( FROMRGB( 120, 120, 120 ) );
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UINT16 usCBar = Get16BPPColor( FROMRGB( 255, 255-255*actualPct/99, 0 ) );
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UINT16 usCBack = Get16BPPColor( FROMRGB( 155, 155-155*actualPct/99, 0 ) );
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UINT16 usCBar2 = Get16BPPColor( FROMRGB( 180, 140-140*actualPct/99, 0 ) );
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UINT16 usCBack2 = Get16BPPColor( FROMRGB( 110, 100-100*actualPct/99, 0 ) );
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UINT32 barLength = __min(35,gsCurMouseWidth);
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//UINT32 barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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UINT32 barY;
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if(UsingNewCTHSystem() )
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return DrawMouseGraphicsNCTH( );
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if(gfUICtHBar)
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{
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// HEADROCK (HAM): Made several changes here to allow multi-shot CtH display for bursts.
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UINT16 * ptrBuf;
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UINT32 uiPitch;
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UINT32 cnt, i;
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UINT32 actualPct = __min( gbCtH[0], 99 );
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UINT16 usCBorderTop = Get16BPPColor( FROMRGB( 155, 155, 155 ) );
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UINT16 usCBorderBottom = Get16BPPColor( FROMRGB( 120, 120, 120 ) );
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UINT16 usCBar = Get16BPPColor( FROMRGB( 255, 255 - 255 * actualPct / 99, 0 ) );
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UINT16 usCBack = Get16BPPColor( FROMRGB( 155, 155 - 155 * actualPct / 99, 0 ) );
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UINT16 usCBar2 = Get16BPPColor( FROMRGB( 180, 140 - 140 * actualPct / 99, 0 ) );
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UINT16 usCBack2 = Get16BPPColor( FROMRGB( 110, 100 - 100 * actualPct / 99, 0 ) );
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UINT32 barLength = __min( 35, gsCurMouseWidth );
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//UINT32 barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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UINT32 barY;
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// HEADROCK HAM B1/2/2.6:
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// This causes the function to display two CTH bars for autofire - the CTH of the first bullet,
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// and the CTH of the last bullet in the volley, stored in gbCtH[0] and [1] respectively.
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if ( gbCtHAutoFire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gbCtHBurstCount = 2;
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else if ( gbCtHAutoFire )
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gbCtHBurstCount = 0;
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if ( gbCtHAutoFire )
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{
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if ( (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gbCtHBurstCount = 2;
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else
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gbCtHBurstCount = 0;
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}
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// Sets the initial offsets of the bars. Burst and Autofire will display them higher above the
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// cursor, to avoid obscuring the target or other data.
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if (gbCtHBurstCount > 1 && !gbCtHAutoFire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
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@@ -1527,14 +1529,14 @@ void DrawMouseGraphics( )
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else
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barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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for (i=0; i<gbCtHBurstCount; i++)
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for (i=0; i<gbCtHBurstCount; ++i)
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{
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actualPct = __min(gbCtH[ i ],99);
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ptrBuf = (UINT16 *) LockMouseBuffer( &uiPitch );
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uiPitch >>= 1;
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for(cnt = gsCurMouseOffsetX+barLength/2;cnt > gsCurMouseOffsetX-barLength/2+1;cnt--)
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for(cnt = gsCurMouseOffsetX+barLength/2;cnt > gsCurMouseOffsetX-barLength/2+1; --cnt)
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{
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ptrBuf[cnt-1 + uiPitch*(3+barY)] = usCBorderBottom;
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ptrBuf[cnt-1 + uiPitch*barY] = usCBorderTop;
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@@ -1545,28 +1547,27 @@ void DrawMouseGraphics( )
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ptrBuf[gsCurMouseOffsetX+barLength/2 + uiPitch*(2+barY)] = usCBorderBottom;
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ptrBuf[gsCurMouseOffsetX-barLength/2 + uiPitch*(2+barY)] = usCBorderTop;
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for(cnt = 0;cnt < (barLength-2)*actualPct/99;cnt++)
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for(cnt = 0;cnt < (barLength-2)*actualPct/99; ++cnt)
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{
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+2)] = usCBar2;
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+1)] = usCBar;
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}
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for(cnt = (barLength-2)*actualPct/99;cnt < (barLength-2);cnt++)
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for(cnt = (barLength-2)*actualPct/99;cnt < (barLength-2); ++cnt)
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{
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+2)] = usCBack2;
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+1)] = usCBack;
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}
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UnlockMouseBuffer();
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if (gbCtHBurstCount>1)
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barY = barY+5;
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barY = barY+5;
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}
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barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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}
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}
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void BltJA2CursorData( )
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@@ -1609,7 +1610,7 @@ void DrawMouseText( )
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{
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// Set dest for gprintf to be different
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SetFontDestBuffer( MOUSE_BUFFER , 0, 0, 64, 64, FALSE );
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SetFont( TINYFONT1 );
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@@ -1678,7 +1679,7 @@ void DrawMouseText( )
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// reset
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SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
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}
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//if ( ( ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) )
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{
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