#ifndef __UI_CURSORS_H #define __UI_CURSORS_H #define REFINE_PUNCH_1 0 #define REFINE_PUNCH_2 gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches : 6 #define REFINE_KNIFE_1 0 #define REFINE_KNIFE_2 gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes : 6 UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated ); void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc ); void HandleLeftClickCursor( SOLDIERTYPE *pSoldier ); void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos ); void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, INT32 sDelta, INT16 brstmode ); void HandleWheelAdjustCursorWOAB( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sDelta ); UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier ); extern BOOLEAN gfCannotGetThrough; void HandleUICursorRTFeedback( SOLDIERTYPE *pSoldier ); void HandleEndConfirmCursor( SOLDIERTYPE *pSoldier ); BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs ); // HEADROCK HAM B2.7: This function calculates the nearest value (display purposes only) // based on how trained the shooter is. UINT32 ChanceToHitApproximation( SOLDIERTYPE * pSoldier, UINT32 uiChance ); #endif