Files
source/Tactical/UI Cursors.h
T
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00

31 lines
1016 B
C

#ifndef __UI_CURSORS_H
#define __UI_CURSORS_H
#define REFINE_PUNCH_1 0
#define REFINE_PUNCH_2 6
#define REFINE_KNIFE_1 0
#define REFINE_KNIFE_2 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 );
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