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<a name="l1"></a><span class=cF1>U0</span><span class=cF0> AttackHeader(Unit *tmpu, </span><span class=cF1>U8</span><span class=cF0> *st, Unit *target)
<a name="l2"></a>{
<a name="l3"></a>    </span><span class=cF9>I64</span><span class=cF0> i = </span><span class=cFE>9</span><span class=cF0> + </span><span class=cF5>StrLen</span><span class=cF0>(st);
<a name="l4"></a>
<a name="l5"></a>    </span><span class=cF1>if</span><span class=cF0> (target)
<a name="l6"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l7"></a>        i += </span><span class=cFE>9</span><span class=cF0>;
<a name="l8"></a>        </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l9"></a>            i += </span><span class=cFE>8</span><span class=cF0>;
<a name="l10"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l11"></a>            i += </span><span class=cFE>10</span><span class=cF0>;
<a name="l12"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l13"></a>    </span><span class=cF6>'\n\n'</span><span class=cF0>;
<a name="l14"></a>    </span><span class=cF6>&quot;$BLACK$%h*c$FG$\n&quot;</span><span class=cF0>, i, </span><span class=cF6>'-'</span><span class=cF0>;
<a name="l15"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;player)
<a name="l16"></a>        </span><span class=cF6>&quot;$PURPLE$Player 2$FG$ &quot;</span><span class=cF0>;
<a name="l17"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l18"></a>        </span><span class=cF6>&quot;$CYAN$Player 1$FG$ &quot;</span><span class=cF0>;
<a name="l19"></a>    </span><span class=cF6>&quot;%s&quot;</span><span class=cF0>, st;
<a name="l20"></a>    </span><span class=cF1>if</span><span class=cF0> (target)
<a name="l21"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l22"></a>        </span><span class=cF1>if</span><span class=cF0> (target-&gt;player)
<a name="l23"></a>            </span><span class=cF6>&quot; $PURPLE$Player 2&quot;</span><span class=cF0>;
<a name="l24"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l25"></a>            </span><span class=cF6>&quot; $CYAN$Player 1&quot;</span><span class=cF0>;
<a name="l26"></a>        </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l27"></a>            </span><span class=cF6>&quot; Armored&quot;</span><span class=cF0>;
<a name="l28"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l29"></a>            </span><span class=cF6>&quot; Unarmored&quot;</span><span class=cF0>;
<a name="l30"></a>        </span><span class=cF6>'$FG$'</span><span class=cF0>;
<a name="l31"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l32"></a>    </span><span class=cF6>'\n'</span><span class=cF0>;
<a name="l33"></a>    </span><span class=cF6>&quot;$BLACK$%h*c$FG$\n&quot;</span><span class=cF0>, i, </span><span class=cF6>'-'</span><span class=cF0>;
<a name="l34"></a>}
<a name="l35"></a>
<a name="l36"></a></span><span class=cF1>F64</span><span class=cF0> HitDamage(Unit *tmpu, Unit *target, </span><span class=cF9>I64</span><span class=cF0> facing=</span><span class=cFE>1</span><span class=cF0>, </span><span class=cF1>F64</span><span class=cF0> range_factor=</span><span class=cFE>0</span><span class=cF0>)
<a name="l37"></a>{
<a name="l38"></a>    </span><span class=cF1>F64</span><span class=cF0> d, res = </span><span class=cFE>200</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
<a name="l39"></a>
<a name="l40"></a>    </span><span class=cF6>&quot;\nRoll Out of 200\t\t:%6.2f Damage\n&quot;</span><span class=cF0>, res;
<a name="l41"></a>    </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l42"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l43"></a>        d = target-&gt;armor / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> * (</span><span class=cFE>5</span><span class=cF0> - facing) / </span><span class=cFE>5</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l44"></a>        </span><span class=cF1>if</span><span class=cF0> (d &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l45"></a>        {
<a name="l46"></a>            </span><span class=cF6>&quot;Armor Attack\t\t:%6.2f\n&quot;</span><span class=cF0>, </span><span class=cF5>ToF64</span><span class=cF0>(tmpu-&gt;armored_attack);
<a name="l47"></a>            res *= (tmpu-&gt;armored_attack / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>) / d;
<a name="l48"></a>        }
<a name="l49"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l50"></a>            res = </span><span class=cFE>0</span><span class=cF0>;
<a name="l51"></a>        </span><span class=cF6>&quot;Armor(%z) Defense\t:%6.2f\n&quot;</span><span class=cF0>, facing, 
<a name="l52"></a>        </span><span class=cF6>&quot;Front\0FrontSide\0RearSide\0Rear\0&quot;</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0> * d;
<a name="l53"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l54"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l55"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l56"></a>        d = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0> - range_factor;
<a name="l57"></a>        </span><span class=cF1>if</span><span class=cF0> (d &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l58"></a>        {
<a name="l59"></a>            </span><span class=cF6>&quot;Unarmored Attack\t:%6.2f\n&quot;</span><span class=cF0>, </span><span class=cF5>ToF64</span><span class=cF0>(tmpu-&gt;unarmored_attack);
<a name="l60"></a>            </span><span class=cF6>&quot;Range Adjust\t\t:%6.2f%%\n&quot;</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0> * d;
<a name="l61"></a>            res *= (tmpu-&gt;unarmored_attack / </span><span class=cFE>100</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>) * d;
<a name="l62"></a>        }
<a name="l63"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l64"></a>            res = </span><span class=cFE>0</span><span class=cF0>;
<a name="l65"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l66"></a>    </span><span class=cF6>&quot;Attack/Defense Adjusted\t:%6.2f Damage\n&quot;</span><span class=cF0>, res;
<a name="l67"></a>
<a name="l68"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF5>Round</span><span class=cF0>(res);
<a name="l69"></a>}
<a name="l70"></a>
<a name="l71"></a></span><span class=cF1>Bool</span><span class=cF0> DamageDo(Unit *target, </span><span class=cF1>F64</span><span class=cF0> damage)
<a name="l72"></a>{
<a name="l73"></a>    </span><span class=cF1>if</span><span class=cF0> (damage &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l74"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l75"></a>        </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l76"></a>            </span><span class=cF6>&quot;Armor Hit Score %6.2f\t:&quot;</span><span class=cF0>, damage;
<a name="l77"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l78"></a>            </span><span class=cF6>&quot;%3d Life - %3f Damage\t=&quot;</span><span class=cF0>, target-&gt;life, damage;
<a name="l79"></a>        </span><span class=cF1>if</span><span class=cF0> (damage &gt;= target-&gt;life)
<a name="l80"></a>        {
<a name="l81"></a>            </span><span class=cF6>&quot;$RED$Killed$FG$\n&quot;</span><span class=cF0>;
<a name="l82"></a>            </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> * animation_delay, </span><span class=cFE>74</span><span class=cF0>, </span><span class=cFE>98</span><span class=cF0>);
<a name="l83"></a>            </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> * animation_delay);
<a name="l84"></a>            target-&gt;life = </span><span class=cFE>0</span><span class=cF0>;
<a name="l85"></a>            VisRecalc(VR_FRIENDLY_UNIT_DIED, target);
<a name="l86"></a>            alive_count[target-&gt;player]--;
<a name="l87"></a>            </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l88"></a>        }
<a name="l89"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l90"></a>        {
<a name="l91"></a>            </span><span class=cF1>if</span><span class=cF0> (target-&gt;armor)
<a name="l92"></a>            </span><span class=cF7>{</span><span class=cF0>
<a name="l93"></a>                </span><span class=cF1>if</span><span class=cF0> (damage &gt; </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>6</span><span class=cF0> * target-&gt;life)
<a name="l94"></a>                {
<a name="l95"></a>                    target-&gt;movement = </span><span class=cFE>0</span><span class=cF0>;
<a name="l96"></a>                    </span><span class=cF6>&quot;$RED$Immobilized$FG$\n&quot;</span><span class=cF0>;
<a name="l97"></a>                }
<a name="l98"></a>                </span><span class=cF1>else</span><span class=cF0>
<a name="l99"></a>                    </span><span class=cF6>&quot;$GREEN$No Penetration$FG$\n&quot;</span><span class=cF0>;
<a name="l100"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l101"></a>            </span><span class=cF1>else</span><span class=cF0>
<a name="l102"></a>            </span><span class=cF7>{</span><span class=cF0>
<a name="l103"></a>                target-&gt;life -= damage;
<a name="l104"></a>                </span><span class=cF6>&quot;$RED$%6.2f Life$FG$\n&quot;</span><span class=cF0>, </span><span class=cF5>ToF64</span><span class=cF0>(target-&gt;life);
<a name="l105"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l106"></a>            </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l107"></a>        }
<a name="l108"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l109"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l110"></a>        </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l111"></a>}
<a name="l112"></a>
<a name="l113"></a></span><span class=cF1>U0</span><span class=cF0> IndirectAdd(Unit *tmpu, </span><span class=cF9>I64</span><span class=cF0> row, </span><span class=cF9>I64</span><span class=cF0> col)
<a name="l114"></a>{
<a name="l115"></a>    IndirectOrders *tmpi;
<a name="l116"></a>
<a name="l117"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || tmpu-&gt;range &lt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l118"></a>        </span><span class=cF1>return</span><span class=cF0>;
<a name="l119"></a>    tmpu-&gt;fired = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l120"></a>    tmpi=</span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>IndirectOrders</span><span class=cF7>)</span><span class=cF0>);
<a name="l121"></a>    tmpi-&gt;attacker = tmpu;
<a name="l122"></a>    tmpi-&gt;row = row;
<a name="l123"></a>    tmpi-&gt;col = col;
<a name="l124"></a>    </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpi, indirect_head.last);
<a name="l125"></a>}
<a name="l126"></a>
<a name="l127"></a></span><span class=cF1>Bool</span><span class=cF0> BulletPlot(</span><span class=cF1>U0</span><span class=cF0>, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0>)
<a name="l128"></a>{
<a name="l129"></a>    fire_x = x;
<a name="l130"></a>    fire_y = y;
<a name="l131"></a>    firing = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l132"></a>    </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>3</span><span class=cF0> * animation_delay);
<a name="l133"></a>    </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l134"></a>}
<a name="l135"></a>
<a name="l136"></a></span><span class=cF1>U0</span><span class=cF0> UnitDirectFire(Unit *tmpu, Unit *target)
<a name="l137"></a>{
<a name="l138"></a>    </span><span class=cF9>I64</span><span class=cF0> r, c, facing, t1 = terrain[tmpu-&gt;row][tmpu-&gt;col], t2 = terrain[target-&gt;row][target-&gt;col];
<a name="l139"></a>    </span><span class=cF1>F64</span><span class=cF0> x1, y1, x2, y2, d, a, range_factor;
<a name="l140"></a>
<a name="l141"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || target-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || tmpu-&gt;range &lt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l142"></a>        </span><span class=cF1>return</span><span class=cF0>;
<a name="l143"></a>    AttackHeader(tmpu, </span><span class=cF6>&quot;DirectFire&quot;</span><span class=cF0>, target);
<a name="l144"></a>    RowCol2XY(&amp;x1, &amp;y1, tmpu-&gt;row, tmpu-&gt;col);
<a name="l145"></a>    RowCol2XY(&amp;x2, &amp;y2, target-&gt;row, target-&gt;col);
<a name="l146"></a>    d = </span><span class=cFE>100</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
<a name="l147"></a>    </span><span class=cF6>&quot;+%5.2f  Roll\n&quot;</span><span class=cF0>, d;
<a name="l148"></a>    d += tmpu-&gt;accuracy;
<a name="l149"></a>    </span><span class=cF6>&quot;+%2d.00  Accuracy\n&quot;</span><span class=cF0>, tmpu-&gt;accuracy;
<a name="l150"></a>
<a name="l151"></a>    range_factor = </span><span class=cF5>Sqrt</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>x2 - x1</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>y2 - y1</span><span class=cF7>)</span><span class=cF0>) / (tmpu-&gt;range * </span><span class=cFE>2</span><span class=cF0> * DSIN);
<a name="l152"></a>    </span><span class=cF6>&quot;-%5.2f%% of Range\n&quot;</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0> * range_factor;
<a name="l153"></a>    d -= </span><span class=cFE>100</span><span class=cF0> * range_factor;
<a name="l154"></a>    </span><span class=cF1>if</span><span class=cF0> (t2 == TREES)
<a name="l155"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l156"></a>        </span><span class=cF6>&quot;-30.00  Target in Trees Penalty\n&quot;</span><span class=cF0>;
<a name="l157"></a>        d -= </span><span class=cFE>30</span><span class=cF0>;
<a name="l158"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l159"></a>    </span><span class=cF1>if</span><span class=cF0> (t1 == MOUNTAINS &amp;&amp; t2 != MOUNTAINS)
<a name="l160"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l161"></a>        </span><span class=cF6>&quot;+30.00  High Ground Bonus\n&quot;</span><span class=cF0>;
<a name="l162"></a>        d += </span><span class=cFE>30</span><span class=cF0>;
<a name="l163"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l164"></a>    </span><span class=cF6>&quot;_______\n&quot;</span><span class=cF0>;
<a name="l165"></a>    target_unit=target;
<a name="l166"></a>    </span><span class=cF1>if</span><span class=cF0> (d &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l167"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l168"></a>        </span><span class=cF6>&quot;+%5.2f  Hit\n&quot;</span><span class=cF0>, d;
<a name="l169"></a>        target_hit = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l170"></a>        </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>500</span><span class=cF0> * animation_delay, </span><span class=cFE>34</span><span class=cF0>, </span><span class=cFE>41</span><span class=cF0>);
<a name="l171"></a>        </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>500</span><span class=cF0> * animation_delay);
<a name="l172"></a>        </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>, &amp;BulletPlot);
<a name="l173"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l174"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l175"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l176"></a>        </span><span class=cF6>&quot;-%5.2f  Miss\n&quot;</span><span class=cF0>, -d;
<a name="l177"></a>        target_hit = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l178"></a>        </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> * animation_delay, </span><span class=cFE>69</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>);
<a name="l179"></a>        </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> * animation_delay);
<a name="l180"></a>        a = </span><span class=cF3>pi</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
<a name="l181"></a>        d = (</span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> - d / </span><span class=cFE>100</span><span class=cF0>) * HEX_SIDE;
<a name="l182"></a>        </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2 + d * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>a</span><span class=cF7>)</span><span class=cF0>, y2 + d * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>a</span><span class=cF7>)</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, &amp;BulletPlot);
<a name="l183"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l184"></a>    firing = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l185"></a>    tmpu-&gt;fired = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l186"></a>    </span><span class=cF1>if</span><span class=cF0> (target_hit)
<a name="l187"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l188"></a>        r = target-&gt;row;
<a name="l189"></a>        c = target-&gt;col;
<a name="l190"></a>        </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>facing = HexMoveOne(&amp;r, &amp;c, x1, y1)</span><span class=cF7>)</span><span class=cF0> &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l191"></a>            facing = FacingChange(facing, target-&gt;facing);
<a name="l192"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l193"></a>            facing = </span><span class=cFE>0</span><span class=cF0>;
<a name="l194"></a>        DamageDo(target, HitDamage</span><span class=cF7>(</span><span class=cF0>tmpu, target, facing, range_factor</span><span class=cF7>)</span><span class=cF0>);
<a name="l195"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l196"></a>    </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>screencast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.ZC.html#l129"><span class=cF4>Sound</span></a><span class=cF2>()</span><span class=cF0>
<a name="l197"></a>        </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l198"></a>    target_unit = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l199"></a>}
<a name="l200"></a>
<a name="l201"></a></span><span class=cF1>Bool</span><span class=cF0> HexOccupy(</span><span class=cF1>Bool</span><span class=cF0> overrun, Unit *tmpu, Unit *target)
<a name="l202"></a>{
<a name="l203"></a>    </span><span class=cF9>I64</span><span class=cF0> t2 = terrain[target-&gt;row][target-&gt;col];
<a name="l204"></a>    </span><span class=cF1>F64</span><span class=cF0> damage;
<a name="l205"></a>
<a name="l206"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0> || target-&gt;life &lt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l207"></a>        </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l208"></a>    </span><span class=cF1>if</span><span class=cF0> (overrun)
<a name="l209"></a>        AttackHeader(tmpu, </span><span class=cF6>&quot;OverRun&quot;</span><span class=cF0>, target);
<a name="l210"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l211"></a>        AttackHeader(tmpu, </span><span class=cF6>&quot;CloseAssault&quot;</span><span class=cF0>, target);
<a name="l212"></a>    </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>500</span><span class=cF0> * animation_delay, </span><span class=cFE>34</span><span class=cF0>, </span><span class=cFE>41</span><span class=cF0>);
<a name="l213"></a>    </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>500</span><span class=cF0> * animation_delay);
<a name="l214"></a>    tmpu-&gt;fired = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l215"></a>    target-&gt;fired = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l216"></a>    damage=HitDamage(tmpu, target);
<a name="l217"></a>    </span><span class=cF1>if</span><span class=cF0> (overrun)
<a name="l218"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l219"></a>        damage *= </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l220"></a>        </span><span class=cF6>&quot;x2 OverRun Bonus\t=%6.2f Damage\n&quot;</span><span class=cF0>, damage;
<a name="l221"></a>        </span><span class=cF1>if</span><span class=cF0> (t2 != PLAINS)
<a name="l222"></a>        {
<a name="l223"></a>            damage /= </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l224"></a>            </span><span class=cF6>&quot;/2 Terrain Penalty\t=%6.2f Damage\n&quot;</span><span class=cF0>, damage;
<a name="l225"></a>        }
<a name="l226"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l227"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l228"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l229"></a>        damage *= </span><span class=cFE>3</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l230"></a>        </span><span class=cF6>&quot;x3 CloseAssault Bonus\t=%6.2f Damage\n&quot;</span><span class=cF0>, damage;
<a name="l231"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l232"></a>    </span><span class=cF1>if</span><span class=cF0> (DamageDo</span><span class=cF7>(</span><span class=cF0>target, </span><span class=cF5>Round</span><span class=cF0>(damage)</span><span class=cF7>)</span><span class=cF0>)
<a name="l233"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l234"></a>        </span><span class=cF6>&quot;$RED$Success$FG$\n&quot;</span><span class=cF0>;
<a name="l235"></a>        </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>screencast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.ZC.html#l129"><span class=cF4>Sound</span></a><span class=cF2>()</span><span class=cF0>
<a name="l236"></a>            </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l237"></a>        </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l238"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l239"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l240"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l241"></a>        tmpu-&gt;life = </span><span class=cFE>0</span><span class=cF0>;
<a name="l242"></a>        VisRecalc(VR_FRIENDLY_UNIT_DIED, tmpu);
<a name="l243"></a>        alive_count[tmpu-&gt;player]--;
<a name="l244"></a>        </span><span class=cF6>&quot;$RED$Failure$FG$\n&quot;</span><span class=cF0>;
<a name="l245"></a>        </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>screencast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.ZC.html#l129"><span class=cF4>Sound</span></a><span class=cF2>()</span><span class=cF0>
<a name="l246"></a>            </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l247"></a>        </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l248"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l249"></a>}
<a name="l250"></a>
<a name="l251"></a></span><span class=cF1>U0</span><span class=cF0> IndirectResolveAll()
<a name="l252"></a>{
<a name="l253"></a>    </span><span class=cF9>I64</span><span class=cF0>              i, r, c;
<a name="l254"></a>    </span><span class=cF1>F64</span><span class=cF0>              x1, y1, x2, y2, d, range_factor;
<a name="l255"></a>    Unit            *tmpu, *target;
<a name="l256"></a>    IndirectOrders  *tmpi = indirect_head.next, *tmpi1;
<a name="l257"></a>
<a name="l258"></a>    </span><span class=cF1>while</span><span class=cF0> (tmpi != *indirect_head)
<a name="l259"></a>    </span><span class=cF7>{</span><span class=cF0>
<a name="l260"></a>        tmpi1 = tmpi-&gt;next;
<a name="l261"></a>        tmpu = tmpi-&gt;attacker;
<a name="l262"></a>        AttackHeader(tmpu, </span><span class=cF6>&quot;IndirectFire&quot;</span><span class=cF0>, </span><span class=cF3>NULL</span><span class=cF0>);
<a name="l263"></a>        RowCol2XY(&amp;x1, &amp;y1, tmpu-&gt;row, tmpu-&gt;col);
<a name="l264"></a>        RowCol2XY(&amp;x2, &amp;y2, tmpi-&gt;row, tmpi-&gt;col);
<a name="l265"></a>        d = </span><span class=cFE>100</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
<a name="l266"></a>        </span><span class=cF6>&quot;+%5.2f  Roll\n&quot;</span><span class=cF0>, d;
<a name="l267"></a>        d += tmpu-&gt;accuracy;
<a name="l268"></a>        </span><span class=cF6>&quot;+%2d.00  Accuracy\n&quot;</span><span class=cF0>, tmpu-&gt;accuracy;
<a name="l269"></a>        range_factor = </span><span class=cF5>Sqrt</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>x2 - x1</span><span class=cF7>)</span><span class=cF0> + </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>y2 - y1</span><span class=cF7>)</span><span class=cF0>) / (tmpu-&gt;range * </span><span class=cFE>2</span><span class=cF0> * DSIN);
<a name="l270"></a>        </span><span class=cF6>&quot;-%5.2f%% of Range\n&quot;</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0> * range_factor;
<a name="l271"></a>        d -= </span><span class=cFE>100</span><span class=cF0> * range_factor;
<a name="l272"></a>        </span><span class=cF6>'_______\n'</span><span class=cF0>;
<a name="l273"></a>
<a name="l274"></a>
<a name="l275"></a>        </span><span class=cF1>if</span><span class=cF0> (d &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l276"></a>        {
<a name="l277"></a>            </span><span class=cF6>&quot;+%5.2f  Hit\n&quot;</span><span class=cF0>, d;
<a name="l278"></a>            </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>500</span><span class=cF0> * animation_delay, </span><span class=cFE>34</span><span class=cF0>, </span><span class=cFE>41</span><span class=cF0>);
<a name="l279"></a>            </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>500</span><span class=cF0> * animation_delay);
<a name="l280"></a>        }
<a name="l281"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l282"></a>        {
<a name="l283"></a>            </span><span class=cF6>&quot;-%5.2f  Miss\n&quot;</span><span class=cF0>, -d;
<a name="l284"></a>            </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> * animation_delay, </span><span class=cFE>69</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>);
<a name="l285"></a>            </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1000</span><span class=cF0> * animation_delay);
<a name="l286"></a>            i = </span><span class=cF5>RandU16</span><span class=cF0> % </span><span class=cFE>6</span><span class=cF0>;
<a name="l287"></a>            </span><span class=cF1>if</span><span class=cF0> (tmpi-&gt;row &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l288"></a>                tmpi-&gt;col += col_offsets_odd[i];
<a name="l289"></a>            </span><span class=cF1>else</span><span class=cF0>
<a name="l290"></a>                tmpi-&gt;col += col_offsets_even[i];
<a name="l291"></a>            tmpi-&gt;row += row_offsets[i];
<a name="l292"></a>            RowCol2XY(&amp;x2, &amp;y2, tmpi-&gt;row, tmpi-&gt;col);
<a name="l293"></a>        }
<a name="l294"></a>
<a name="l295"></a>        </span><span class=cF5>Line</span><span class=cF0>(</span><span class=cF3>NULL</span><span class=cF0>, x1, y1, </span><span class=cFE>0</span><span class=cF0>, x2, y2, </span><span class=cFE>0</span><span class=cF0>, &amp;BulletPlot);
<a name="l296"></a>        firing = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l297"></a>        tmpu-&gt;fired = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l298"></a>        indirect_row = tmpi-&gt;row;
<a name="l299"></a>        indirect_col = tmpi-&gt;col;
<a name="l300"></a>        indirect_explosion = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l301"></a>        </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFE>7</span><span class=cF0>; i++)
<a name="l302"></a>        {
<a name="l303"></a>            </span><span class=cF1>if</span><span class=cF0> (tmpi-&gt;row &amp; </span><span class=cFE>1</span><span class=cF0>)
<a name="l304"></a>                c = tmpi-&gt;col + col_offsets_odd[i];
<a name="l305"></a>            </span><span class=cF1>else</span><span class=cF0>
<a name="l306"></a>                c = tmpi-&gt;col + col_offsets_even[i];
<a name="l307"></a>            r = tmpi-&gt;row + row_offsets[i];
<a name="l308"></a>            </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= r &lt; map_rows &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= c &lt; map_cols &amp;&amp; </span><span class=cF7>(</span><span class=cF0>target = UnitFind(r, c)</span><span class=cF7>)</span><span class=cF0>)
<a name="l309"></a>            </span><span class=cF7>{</span><span class=cF0>
<a name="l310"></a>                AttackHeader(tmpu, </span><span class=cF6>&quot;IndirectFire&quot;</span><span class=cF0>, target);
<a name="l311"></a>                DamageDo(target, HitDamage</span><span class=cF7>(</span><span class=cF0>tmpu, target</span><span class=cF7>)</span><span class=cF0>);
<a name="l312"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l313"></a>        }
<a name="l314"></a>        </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>2000</span><span class=cF0> * animation_delay, </span><span class=cFE>70</span><span class=cF0>, </span><span class=cFE>74</span><span class=cF0>);
<a name="l315"></a>        </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>2000</span><span class=cF0> * animation_delay);
<a name="l316"></a>        </span><span class=cF1>while</span><span class=cF0> (</span><span class=cFB>screencast</span><span class=cF0>.ona) </span><span class=cF2>//see </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KMisc.ZC.html#l129"><span class=cF4>Sound</span></a><span class=cF2>()</span><span class=cF0>
<a name="l317"></a>            </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l318"></a>        indirect_explosion = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l319"></a>
<a name="l320"></a>        </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpi);
<a name="l321"></a>        </span><span class=cF5>Free</span><span class=cF0>(tmpi);
<a name="l322"></a>        tmpi = tmpi1;
<a name="l323"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l324"></a>}
</span></pre></body>
</html>