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https://github.com/1dot13/source.git
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Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks) Fixed soldiers unable to fire if an error happened while firing the off-hand weapon Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles Prevent splitting money while an item is in the hand, which would result in losing the original item Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible Prevent militia from simply waiting on the border when enemies are known to be in the sector Fix stack overflow for soldier inventory debug display Optimized A* pathing and cleaned up VS2K5 specific code AI can now use all climb points for climbable buildings, not just a random few Fix to not allow flat roof butted against slanted roof to be identified as a climb point Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted Prevent soldiers who enter or leave deep water from moving a space too far and turning back Prevent soldiers from trying to crouch while in shallow water Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn Fix civilians that should show up in a sector, missing because of others that aren't Fix a memset on a C++ class Place Skyrider in a sector near his helecopter once available and the helicopter is present Fix soldier corruption if too many shots burst-spread into too few tiles Include both first and last tile in spread when some locations must be skipped Fix to shoot at last location in burst Fix to remove other previous spread locations when calculating a new spread Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
314 lines
8.6 KiB
C++
314 lines
8.6 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "soldier control.h"
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#include "weapons.h"
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#include "cursor control.h"
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#include "cursors.h"
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#include "soldier find.h"
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#include "isometric utils.h"
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#include "renderworld.h"
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#include "render dirty.h"
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#include "interface.h"
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#include "spread burst.h"
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#include "points.h"
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#endif
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BURST_LOCATIONS gsBurstLocations[ MAX_BURST_LOCATIONS ];
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INT8 gbNumBurstLocations = 0;
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extern BOOLEAN gfBeginBurstSpreadTracking;
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void ResetBurstLocations( )
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{
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gbNumBurstLocations = 0;
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}
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void InternalAccumulateBurstLocation( INT16 sGridNo )
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{
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INT32 cnt;
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if ( gbNumBurstLocations < MAX_BURST_LOCATIONS )
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{
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// Check if it already exists!
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for ( cnt = 0; cnt < gbNumBurstLocations; cnt++ )
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{
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if ( gsBurstLocations[ cnt ].sGridNo == sGridNo )
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{
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return;
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}
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}
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gsBurstLocations[ gbNumBurstLocations ].sGridNo = sGridNo;
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// Get cell X, Y from mouse...
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GetMouseWorldCoords( &( gsBurstLocations[ gbNumBurstLocations ].sX ), &( gsBurstLocations[ gbNumBurstLocations ].sY ) );
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gbNumBurstLocations++;
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}
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}
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//Madd: to add a bit more usefulness to spread fire, I'm making it so that
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//it will automatically latch onto enemies within iSearchRange tiles of the mouse drag.
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void AccumulateBurstLocation( INT16 sGridNo )
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{
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SOLDIERTYPE* pTarget;
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int iSearchRange = 2; // number of tiles beside the mouse drag to look at
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INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset, sAdjacentGridNo;
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BOOLEAN foundTarget = FALSE;
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//first see if we can find a guy standing right on the spot
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pTarget = SimpleFindSoldier(sGridNo,0);
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if (!pTarget)
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pTarget = SimpleFindSoldier(sGridNo, 1); //try on a roof
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if (pTarget)
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{
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InternalAccumulateBurstLocation(sGridNo);
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foundTarget = TRUE;
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}
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//let's now look around this square - maybe there are some adjacent enemies we can latch onto
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// stay away from the edges
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// determine maximum horizontal limits
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sMaxLeft = min( iSearchRange, (sGridNo % MAXCOL));
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sMaxRight = min( iSearchRange, MAXCOL - ((sGridNo % MAXCOL) + 1));
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// determine maximum vertical limits
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sMaxUp = min( iSearchRange, (sGridNo / MAXROW));
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sMaxDown = min( iSearchRange, MAXROW - ((sGridNo / MAXROW) + 1));
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// reset the "reachable" flags in the region we're looking at
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for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
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{
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for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
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{
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sAdjacentGridNo = sGridNo + sXOffset + (MAXCOL * sYOffset);
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if ( !(sAdjacentGridNo >=0 && sAdjacentGridNo < WORLD_MAX) )
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{
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continue;
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}
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pTarget = SimpleFindSoldier(sAdjacentGridNo,0); // look for a guy in that gridno
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if (!pTarget)
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pTarget = SimpleFindSoldier(sAdjacentGridNo, 1); //try on a roof
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if (pTarget)
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{
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InternalAccumulateBurstLocation(sAdjacentGridNo); //there's somebody there! let's latch onto him
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foundTarget = TRUE;
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}
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}
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}
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if ( !foundTarget )
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{
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//didn't find anyone nearby, but we should target this space anyway to prevent players from abusing this feature
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InternalAccumulateBurstLocation(sGridNo);
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}
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}
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void PickBurstLocations( SOLDIERTYPE *pSoldier )
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{
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UINT8 ubShotsPerBurst = 0;
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FLOAT dAccumulator = 0;
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FLOAT dStep = 0;
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INT32 cnt;
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UINT8 ubLocationNum;
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// OK, using the # of locations, spread them evenly between our current weapon shots per burst value
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// Get shots per burst
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//DIGICRAB: Burst UnCap
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//if we fire more than MAX_BURST_SPREAD_TARGETS bullets, make sure there's no buffer overflow
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if(pSoldier->bDoAutofire)
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{
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INT16 sAPCosts;
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if ( pSoldier->bDoAutofire <= gbNumBurstLocations )
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{
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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 ].ItemData.Gun.ubGunShotsLeft >= pSoldier->bDoAutofire && gbNumBurstLocations >= pSoldier->bDoAutofire);
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pSoldier->bDoAutofire--;
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ubShotsPerBurst = pSoldier->bDoAutofire;
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}
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else if ( gbNumBurstLocations > 0 )
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ubShotsPerBurst = pSoldier->bDoAutofire; // / gbNumBurstLocations;
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}
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else
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{
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if ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST )
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ubShotsPerBurst = Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst;
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else
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ubShotsPerBurst = GetShotsPerBurst(&pSoldier->inv[ HANDPOS ]);
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}
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ubShotsPerBurst = __min( ubShotsPerBurst, MAX_BURST_SPREAD_TARGETS);
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if (ubShotsPerBurst == 1)
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{
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pSoldier->fDoSpread = FALSE;
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return;
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}
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// Use # gridnos accululated and # burst shots to determine accululator
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// Calculate it so that the actual last chosen shot location is the last spread point
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dStep = (gbNumBurstLocations-1) / (FLOAT)(ubShotsPerBurst-1);
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//Loop through our shots!
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for ( cnt = 0; cnt < ubShotsPerBurst; cnt++ )
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{
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// Get index into list
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ubLocationNum = (UINT8)( dAccumulator );
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// Add to merc location
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pSoldier->sSpreadLocations[ cnt ] = gsBurstLocations[ ubLocationNum ].sGridNo;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickBurstLocations: loc#%d = %d", cnt, pSoldier->sSpreadLocations[ cnt ]));
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// Acculuate index value
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dAccumulator += dStep;
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}
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for (; cnt < MAX_BURST_SPREAD_TARGETS; cnt++)
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{
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pSoldier->sSpreadLocations[ cnt ] = 0;
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}
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// OK, they have been added
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}
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void AIPickBurstLocations( SOLDIERTYPE *pSoldier, INT8 bTargets, SOLDIERTYPE *pTargets[5] )
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{
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UINT8 ubShotsPerBurst;
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FLOAT dAccululator = 0;
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FLOAT dStep = 0;
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INT32 cnt;
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UINT8 ubLocationNum;
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// OK, using the # of locations, spread them evenly between our current weapon shots per burst value
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// Get shots per burst
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//DIGICRAB: Burst UnCap
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//if we fire more than MAX_BURST_SPREAD_TARGETS bullets, make sure there's no buffer overflow
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if(pSoldier->bDoAutofire)
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ubShotsPerBurst = __min(pSoldier->bDoAutofire,MAX_BURST_SPREAD_TARGETS);
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else
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ubShotsPerBurst = __min(GetShotsPerBurst (&pSoldier->inv[ HANDPOS ]),MAX_BURST_SPREAD_TARGETS);
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if ( ubShotsPerBurst <= 0 )
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ubShotsPerBurst = 1;
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// Use # gridnos accululated and # burst shots to determine accululator
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//dStep = gbNumBurstLocations / (FLOAT)ubShotsPerBurst;
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// CJC: tweak!
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dStep = bTargets / (FLOAT)ubShotsPerBurst;
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//Loop through our shots!
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for ( cnt = 0; cnt < ubShotsPerBurst; cnt++ )
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{
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// Get index into list
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ubLocationNum = (UINT8)( dAccululator );
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// Add to merc location
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pSoldier->sSpreadLocations[ cnt ] = pTargets[ubLocationNum]->sGridNo;
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// Acculuate index value
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dAccululator += dStep;
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}
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for (; cnt < MAX_BURST_SPREAD_TARGETS; cnt++)
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{
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pSoldier->sSpreadLocations[ cnt ] = 0;
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}
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// OK, they have been added
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}
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extern HVOBJECT GetCursorFileVideoObject( UINT32 uiCursorFile );
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void RenderAccumulatedBurstLocations( )
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{
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INT32 cnt;
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INT16 sGridNo;
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HVOBJECT hVObject;
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if ( !gfBeginBurstSpreadTracking )
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{
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return;
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}
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if ( gbNumBurstLocations == 0 )
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{
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return;
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}
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// Loop through each location...
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GetVideoObject( &hVObject, guiBURSTACCUM );
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// If on screen, render
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// Check if it already exists!
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for ( cnt = 0; cnt < gbNumBurstLocations; cnt++ )
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{
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sGridNo = gsBurstLocations[ cnt ].sGridNo;
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if ( GridNoOnScreen( sGridNo ) )
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{
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FLOAT dOffsetX, dOffsetY;
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FLOAT dTempX_S, dTempY_S;
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INT16 sXPos, sYPos;
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INT32 iBack;
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dOffsetX = (FLOAT)( gsBurstLocations[ cnt ].sX - gsRenderCenterX );
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dOffsetY = (FLOAT)( gsBurstLocations[ cnt ].sY - gsRenderCenterY );
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// Calculate guy's position
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FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S );
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sXPos = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S;
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sYPos = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S - gpWorldLevelData[ sGridNo ].sHeight;
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// Adjust for offset position on screen
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sXPos -= gsRenderWorldOffsetX;
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sYPos -= gsRenderWorldOffsetY;
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// Adjust for render height
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sYPos += gsRenderHeight;
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//sScreenY -= gpWorldLevelData[ sGridNo ].sHeight;
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// Center circle!
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//sXPos -= 10;
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//sYPos -= 10;
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iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos +40 ), (INT16)(sYPos + 40 ) );
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if ( iBack != -1 )
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{
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SetBackgroundRectFilled( iBack );
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}
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BltVideoObject( FRAME_BUFFER, hVObject, 1, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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}
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