Files
source/Tactical/UI Cursors.h
T
Wanne 6e2bdd557c ****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release **
****************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here.
  New Features are only included in the Development trunk
o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-05-26 11:04:47 +00:00

33 lines
1.4 KiB
C

#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