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34 lines
1.4 KiB
C
34 lines
1.4 KiB
C
#ifndef __UI_CURSORS_H
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#define __UI_CURSORS_H
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#define REFINE_PUNCH_1 0
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#define REFINE_PUNCH_2 (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedPunches*2 : 6)
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#define REFINE_KNIFE_1 0
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#define REFINE_KNIFE_2 (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes*2 : 6)
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UINT8 GetProperItemCursor( SoldierID ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated );
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void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc );
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void HandleLeftClickCursor( SOLDIERTYPE *pSoldier );
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void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, INT32 sDelta, INT16 brstmode );
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void HandleWheelAdjustCursorWOAB( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sDelta );
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UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier );
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extern BOOLEAN gfCannotGetThrough;
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void HandleUICursorRTFeedback( SOLDIERTYPE *pSoldier );
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void HandleEndConfirmCursor( SOLDIERTYPE *pSoldier );
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BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs );
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// HEADROCK HAM B2.7: This function calculates the nearest value (display purposes only)
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// based on how trained the shooter is.
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UINT32 ChanceToHitApproximation( SOLDIERTYPE * pSoldier, UINT32 uiChance );
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#endif
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