コード例 #1
0
void CInMapDraw::MousePress(int x, int y, int button)
{
	float3 pos=GetMouseMapPos();
	if(pos.x<0)
		return;

	switch(button){
	case SDL_BUTTON_LEFT:
		if(lastLeftClickTime>gu->gameTime-0.3){
			waitingPoint=pos;
			game->userWriting=true;
			wantLabel=true;
			game->userPrompt="Label: ";
			game->ignoreChar='\xA7';		//should do something better here
		}
		lastLeftClickTime=gu->gameTime;
		break;
	case SDL_BUTTON_RIGHT:
		ErasePos(pos);
		break;
	case SDL_BUTTON_MIDDLE:{
		CreatePoint(pos,"");
		break;}
	}
	lastPos=pos;
}
コード例 #2
0
ファイル: InMapDraw.cpp プロジェクト: eXLabT/spring
void CInMapDraw::MousePress(int x, int y, int button)
{
	float3 pos = GetMouseMapPos();
	if (pos.x < 0)
		return;

	switch (button) {
		case SDL_BUTTON_LEFT: {
			if (lastLeftClickTime > gu->gameTime - 0.3f) {
				PromptLabel(pos);
			}
			lastLeftClickTime = gu->gameTime;
			break;
		}
		case SDL_BUTTON_RIGHT: {
			SendErase(pos);
			break;
		}
		case SDL_BUTTON_MIDDLE:{
			SendPoint(pos, "", false);
			break;
		}
	}

	lastPos = pos;
}
コード例 #3
0
void RenderEditorInfo( )
{
	wchar_t					FPSText[ 50 ];
	static INT32		iSpewWarning = 0;
	INT16						iMapIndex;

	SetFont( FONT12POINT1 );
	SetFontForeground( FONT_BLACK );
	SetFontBackground( FONT_BLACK );

	//Display the mapindex position
	if( GetMouseMapPos( &iMapIndex ) )
		swprintf( FPSText, L"   (%d)   ", iMapIndex );
	else
		swprintf( FPSText, L"          " );
	mprintfEditor( (UINT16)(50-StringPixLength( FPSText, FONT12POINT1 )/2), 463, FPSText );

	switch( iCurrentTaskbar )
	{
		case TASK_OPTIONS:
			if( !gfWorldLoaded || giCurrentTilesetID < 0 )
				mprintf( 260, 445, L"No map currently loaded." );
			else
				mprintf( 260, 445, L"File:  %S, Current Tileset:  %s", 
					gubFilename, gTilesets[ giCurrentTilesetID ].zName );
			break;
		case TASK_TERRAIN:
			if( gusSelectionType == LINESELECTION )
				swprintf( wszSelType[LINESELECTION], L"Width: %d", gusSelectionWidth );
			DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, 220, 430, 60, 30 );
			swprintf( FPSText, L"%d%%", gusSelectionDensity );
			DrawEditorInfoBox( FPSText, FONT12POINT1, 310, 430, 40, 30 );
			break;
		case TASK_ITEMS:
			RenderEditorItemsInfo();
			UpdateItemStatsPanel();
			break;
		case TASK_BUILDINGS:
			UpdateBuildingsInfo();
			if( gusSelectionType == LINESELECTION )
				swprintf( wszSelType[LINESELECTION], L"Width: %d", gusSelectionWidth );
			DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, 530, 430, 60, 30 );
			break;
		case TASK_MERCS:
			UpdateMercsInfo();
			break;
		case TASK_MAPINFO:
			UpdateMapInfo();
			if( gusSelectionType == LINESELECTION )
				swprintf( wszSelType[LINESELECTION], L"Width: %d", gusSelectionWidth );
			DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, 440, 430, 60, 30 );
			break;
	}
}
コード例 #4
0
ファイル: cuimap.cpp プロジェクト: dogtwelve/eepp
void cUIMap::DragPoly( Uint32 Flags, Uint32 PFlags ) {
	if ( ( PFlags & EE_BUTTON_MMASK ) && NULL != mSelObj ) {
		if ( mSelObj->PointInside( mMap->GetMouseMapPosf() ) ) {
			if ( !mObjDragging ) {
				mObjDragging = true;
				mObjDragDist = GetMouseMapPos() - mSelObj->Pos();
			}
		}

		mSelObj->Pos( GetMouseMapPos() - mObjDragDist );

		if ( EDIT_POLYGONS == mEditingObjMode ) {
			SelectPolyPoint();
		}
	} else if ( Flags & EE_BUTTON_MMASK ) {
		if ( mObjDragging ) {
			mObjDragging = false;
			mObjDragDist = eeVector2f(0,0);
		}
	}
}
コード例 #5
0
void CInMapDraw::MouseMove(int x, int y, int dx,int dy, int button)
{
	float3 pos=GetMouseMapPos();
	if(pos.x<0)
		return;

	if(mouse->buttons[SDL_BUTTON_LEFT].pressed && lastLineTime<gu->gameTime-0.05){
		AddLine(pos,lastPos);
		lastLineTime=gu->gameTime;
		lastPos=pos;
	}
	if(mouse->buttons[SDL_BUTTON_RIGHT].pressed)
		ErasePos(pos);

}
コード例 #6
0
ファイル: InMapDraw.cpp プロジェクト: AlexDiede/spring
void CInMapDraw::MouseMove(int x, int y, int dx, int dy, int button)
{
	float3 pos = GetMouseMapPos();
	if (pos.x < 0) {
		return;
	}
	if (mouse->buttons[SDL_BUTTON_LEFT].pressed && (lastDrawTime < (gu->gameTime - 0.05f))) {
		SendLine(pos, lastPos, false);
		lastDrawTime = gu->gameTime;
		lastPos = pos;
	}
	if (mouse->buttons[SDL_BUTTON_RIGHT].pressed && (lastDrawTime < (gu->gameTime - 0.05f))) {
		SendErase(pos);
		lastDrawTime = gu->gameTime;
	}

}
コード例 #7
0
ファイル: cuimap.cpp プロジェクト: dogtwelve/eepp
void cUIMap::MapDraw() {
	if ( EDITING_LIGHT == mEditingMode ) {
		if ( NULL != mSelLight ) {
			mP.SetColor( eeColorA( 255, 0, 0, (Uint8)mAlpha ) );

			eeVector2f Pos( mSelLight->GetAABB().Left, mSelLight->GetAABB().Top );
			eeAABB AB( mSelLight->GetAABB() );

			mP.FillMode( DRAW_LINE );
			mP.DrawRectangle( eeRectf( Pos, AB.Size() ) );
		}
	} else if ( EDITING_OBJECT == mEditingMode ) {
		switch ( mEditingObjMode ) {
			case INSERT_OBJECT:
			{
				if ( mObjRECTEditing ) {
					mP.FillMode( DRAW_FILL );
					mP.SetColor( eeColorA( 100, 100, 100, 20 ) );
					mP.DrawRectangle( mObjRECT );

					mP.FillMode( DRAW_LINE );
					mP.SetColor( eeColorA( 255, 0, 0, 200 ) );
					mP.DrawRectangle( mObjRECT );
				}

				break;
			}
			case INSERT_POLYGON:
			{
				mP.FillMode( DRAW_FILL );
				mP.SetColor( eeColorA( 50, 50, 50, 50 ) );
				mP.DrawPolygon( mObjPoly );

				mP.FillMode( DRAW_LINE );
				mP.SetColor( eeColorA( 255, 0, 0, 200 ) );
				mP.DrawPolygon( mObjPoly );

				eePolygon2f polyN( mObjPoly );
				polyN.PushBack( GetMouseMapPos() );

				mP.FillMode( DRAW_FILL );
				mP.SetColor( eeColorA( 100, 100, 100, 100 ) );
				mP.DrawPolygon( polyN );

				mP.FillMode( DRAW_LINE );
				mP.SetColor( eeColorA( 255, 255, 0, 200 ) );
				mP.DrawPolygon( polyN );

				break;
			}
			case INSERT_POLYLINE:
			{
				mP.FillMode( DRAW_LINE );
				mP.SetColor( eeColorA( 255, 0, 0, 200 ) );
				mP.DrawPolygon( mObjPoly );

				eePolygon2f polyN( mObjPoly );
				polyN.PushBack( GetMouseMapPos() );

				mP.FillMode( DRAW_LINE );
				mP.SetColor( eeColorA( 255, 255, 0, 200 ) );
				mP.DrawPolygon( polyN );

				break;
			}
			case EDIT_POLYGONS:
			{
				if ( NULL != mSelObj && eeINDEX_NOT_FOUND != mSelPointIndex ) {
					mP.SetColor( eeColorA( 255, 255, 100, 100 ) );

					mP.FillMode( DRAW_FILL );
					mP.DrawRectangle( mSelPointRect );

					mP.FillMode( DRAW_LINE );
					mP.DrawRectangle( mSelPointRect );
				}

				break;
			}
		}
	}
}
コード例 #8
0
ファイル: cuimap.cpp プロジェクト: dogtwelve/eepp
void cUIMap::ManageObject( Uint32 Flags ) {
	Uint32 PFlags	= cUIManager::instance()->GetInput()->PressTrigger();
	Uint32 LPFlags	= cUIManager::instance()->GetInput()->LastPressTrigger();

	switch ( mEditingObjMode )
	{
		case INSERT_OBJECT:
		{
			if ( PFlags & EE_BUTTON_LMASK ) {
				eeVector2f mp( GetMouseMapPos() );

				if ( !mObjRECTEditing ) {
					mObjRECTEditing = true;
					mObjRECT		= eeRectf( mp, eeSizef(0,0) );
				} else {
					if ( mObjRECT.Pos().x < mp.x && mObjRECT.Pos().y < mp.y ) {
						mObjRECT		= eeRectf( mObjRECT.Pos(), eeSizef( mp - mObjRECT.Pos() ) );
					}
				}
			}

			if ( Flags & EE_BUTTON_LMASK ){
				if ( mObjRECTEditing ) {
					mAddObjectCallback( GAMEOBJECT_TYPE_OBJECT, eePolygon2f( mObjRECT ) );
					mObjRECTEditing = false;
				}
			}

			break;
		}
		case INSERT_POLYLINE:
		case INSERT_POLYGON:
		{
			if ( Flags & EE_BUTTON_LMASK ) {
				mObjPoly.PushBack( GetMouseMapPos() );
			} else if ( Flags & EE_BUTTON_RMASK ) {
				mAddObjectCallback( ( INSERT_POLYGON == mEditingObjMode ) ? GAMEOBJECT_TYPE_POLYGON : GAMEOBJECT_TYPE_POLYLINE, mObjPoly );

				mObjPoly.Clear();
			}

			break;
		}
		case SELECT_OBJECTS:
		{
			if ( ( Flags & EE_BUTTON_LMASK ) ) {
				SelectPolyObj();
			} else {
				DragPoly( Flags, PFlags );
			}

			break;
		}
		case EDIT_POLYGONS:
		{
			if ( ( Flags & EE_BUTTON_LMASK ) ) {
				if ( !mSelPoint ) {
					SelectPolyObj();
					SelectPolyPoint();
				} else {
					mSelPoint = false;
				}
			} else if ( !( LPFlags & EE_BUTTON_LMASK  ) && ( PFlags & EE_BUTTON_LMASK ) ) {
				if ( NULL != mSelObj && eeINDEX_NOT_FOUND != mSelPointIndex && mSelPointRect.Contains( mMap->GetMouseMapPosf() ) ) {
					mSelPoint = true;
				}
			} else if ( ( PFlags & EE_BUTTON_LMASK ) ) {
				if ( mSelPoint && NULL != mSelObj && eeINDEX_NOT_FOUND != mSelPointIndex ) {
					mSelObj->SetPolygonPoint( mSelPointIndex, GetMouseMapPos() );
					SetPointRect( GetMouseMapPos() );
				}
			} else {
				DragPoly( Flags, PFlags );
			}

			break;
		}
		default:
		{
		}
	}
}
コード例 #9
0
void RenderEditorInfo( )
{
	CHAR16					FPSText[ 50 ];
	static INT32		iSpewWarning = 0;
	INT32				iMapIndexD;

	//dnl ch52 091009
	SetFont(FONT12ARIAL);
	SetFontShadow(FONT_NEARBLACK);
	SetFontForeground(FONT_GRAY2);
	SetFontBackground(FONT_BLACK);

	//dnl ch1 101009 Display the mapindex position
	if(GetMouseMapPos(&iMapIndexD))
	{
		INT16 sGridX, sGridY;
		GetMouseXY(&sGridX, &sGridY);
		swprintf(FPSText, L"%4d %4d %6d ", sGridX, sGridY, iMapIndexD);
	}
	else
		swprintf(FPSText, L"                  ");

	mprintfEditor( (UINT16)(iScreenWidthOffset + 50-StringPixLength( FPSText, FONT12POINT1 )/2), 2 * iScreenHeightOffset + 463, FPSText );

	switch( iCurrentTaskbar )
	{
		case TASK_OPTIONS:
			mprintf(iScreenWidthOffset+71+15, SCREEN_HEIGHT-117, iRenderEditorInfoText[0]);//dnl ch33 160909
			if( !gfWorldLoaded || giCurrentTilesetID < 0 )
				mprintf( iScreenWidthOffset + 260, 2 * iScreenHeightOffset + 445, iRenderEditorInfoText[1] );
			else
				mprintf( iScreenWidthOffset + 260, 2 * iScreenHeightOffset + 445, iRenderEditorInfoText[2], gubFilename, gTilesets[ giCurrentTilesetID ].zName );

			// TODO.MAP
			mprintf(iScreenWidthOffset+20, SCREEN_HEIGHT-40, iRenderEditorInfoText[3]);

			UpdateOptions();
			break;
		case TASK_TERRAIN:

			// WANNE: Comment this two lines, because we always get an exception here.
			//if( gusSelectionType == LINESELECTION )
			//	swprintf( wszSelType[LINESELECTION], L"Width: %d", gusSelectionWidth );

			DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, iScreenWidthOffset + 220, 2 * iScreenHeightOffset + 430, 60, 30 );
			swprintf( FPSText, L"%d%%", gusSelectionDensity );
			DrawEditorInfoBox( FPSText, FONT12POINT1, iScreenWidthOffset + 310, 2 * iScreenHeightOffset + 430, 40, 30 );
			break;
		case TASK_ITEMS:
			RenderEditorItemsInfo();
			UpdateItemStatsPanel();
			break;
		case TASK_BUILDINGS:
			UpdateBuildingsInfo();


			// WANNE: Comment this two lines, because we always get an exception here.
			//if( gusSelectionType == LINESELECTION )
			//	swprintf( wszSelType[LINESELECTION], L"%d", gusSelectionWidth );

			DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, iScreenWidthOffset + 530, 2 * iScreenHeightOffset + 430, 60, 30 );
			break;
		case TASK_MERCS:
			UpdateMercsInfo();
				#ifdef JA113DEMO
				DisableButton (iEditorButton[ MERCS_CIVILIANTOGGLE ]);
				DisableButton (iEditorButton[ MERCS_CIVILIAN ]);
				#endif
			break;
		case TASK_MAPINFO:
			UpdateMapInfo();
			// WANNE: EDITOR: Comment this two lines, because we always get an exception here!
			//if( gusSelectionType == LINESELECTION )
			//	swprintf( wszSelType[LINESELECTION], L"Width: %d", gusSelectionWidth );

			DrawEditorInfoBox( wszSelType[gusSelectionType], FONT12POINT1, iScreenWidthOffset + 440, 2 * iScreenHeightOffset + 430, 60, 30 );
			break;
	}
}
コード例 #10
0
ファイル: UI Cursors.c プロジェクト: bowlofstew/ja2
void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
{
	UINT16						usMapPos;
	SOLDIERTYPE				*pTargetSoldier = NULL, *pSoldier;
	UINT16	usFlags;
	INT16	sMouseX, sMouseY, sCellX, sCellY, sScreenX, sScreenY;
	BOOLEAN	fOnGuy = FALSE;
	LEVELNODE		*pNode;

	pSoldier = MercPtrs[ ubSoldierID ];

	if ( gTacticalStatus.ubAttackBusyCount > 0 )
	{
		// ATE: Return if attacker busy count > 0, this
		// helps in RT with re-setting the flag to random...
		return;
	}

	if ( fRecalc )
	{
		// ALWAYS SET AIM LOCATION TO NOTHING
		pSoldier->bAimShotLocation = AIM_SHOT_RANDOM;

		if( !GetMouseMapPos( &usMapPos) )
		{
			return;
		}

		// Determine which body part it's on
		pNode = GetAnimProfileFlags( usMapPos, &usFlags, &pTargetSoldier, NULL );

		while( pNode != NULL )
		{
			if ( pTargetSoldier != NULL )
			{
				// ATE: Check their stance - if prone - return!
				if ( gAnimControl[ pTargetSoldier->usAnimState ].ubHeight == ANIM_PRONE )
				{
					return;
				}

				fOnGuy = TRUE;

				// Check if we have a half tile profile 
				if ( usFlags & TILE_FLAG_NORTH_HALF )
				{
					// Check if we are in north half of tile!
					GetMouseXYWithRemainder( &sMouseX, &sMouseY, &sCellX, &sCellY );

					if ( sCellY > (CELL_Y_SIZE / 2) )
					{
						fOnGuy = FALSE;
					}
				}
				// Check if we have a half tile profile 
				if ( usFlags & TILE_FLAG_SOUTH_HALF )
				{
					// Check if we are in north half of tile!
					GetMouseXYWithRemainder( &sMouseX, &sMouseY, &sCellX, &sCellY );

					if ( sCellY <= (CELL_Y_SIZE / 2) )
					{
						fOnGuy = FALSE;
					}
				}
				// Check if we have a half tile profile 
				if ( usFlags & TILE_FLAG_WEST_HALF )
				{
					// Check if we are in north half of tile!
					GetMouseXYWithRemainder( &sMouseX, &sMouseY, &sCellX, &sCellY );

					if ( sCellX > (CELL_X_SIZE / 2) )
					{
						fOnGuy = FALSE;
					}
				}
				if ( usFlags & TILE_FLAG_EAST_HALF )
				{
					// Check if we are in north half of tile!
					GetMouseXYWithRemainder( &sMouseX, &sMouseY, &sCellX, &sCellY );

					if ( sCellX <= (CELL_X_SIZE / 2) )
					{
						fOnGuy = FALSE;
					}
				}
				if ( usFlags & TILE_FLAG_TOP_HALF )
				{
					// Check if we are in north half of tile!
					GetMouseXYWithRemainder( &sMouseX, &sMouseY, &sCellX, &sCellY );

					// Convert these to screen corrdinates
					FromCellToScreenCoordinates( sCellX, sCellY, &sScreenX, &sScreenY );

					// Check for Below...
					if ( sScreenX > (WORLD_TILE_Y / 2) )
					{
						fOnGuy = FALSE;
					}
				}
				if ( usFlags & TILE_FLAG_BOTTOM_HALF )
				{
					// Check if we are in north half of tile!
					GetMouseXYWithRemainder( &sMouseX, &sMouseY, &sCellX, &sCellY );

					// Convert these to screen corrdinates
					FromCellToScreenCoordinates( sCellX, sCellY, &sScreenX, &sScreenY );

					// Check for Below...
					if ( sScreenX <= (WORLD_TILE_Y / 2) )
					{
						fOnGuy = FALSE;
					}
				}

		
				// Check if mouse is iin bounding box of soldier
				if ( !IsPointInSoldierBoundingBox( pTargetSoldier, gusMouseXPos, gusMouseYPos ) )
				{
					fOnGuy = FALSE;
				}
			}

			if ( fOnGuy )
				break;

			pNode = GetAnimProfileFlags( usMapPos, &usFlags, &pTargetSoldier, pNode );

		}


		if ( !fOnGuy )
		{
			// Check if we can find a soldier here
			if ( gfUIFullTargetFound )
			{
				 pTargetSoldier = MercPtrs[ gusUIFullTargetID ];

				 if ( FindRelativeSoldierPosition( pTargetSoldier, &usFlags, gusMouseXPos, gusMouseYPos )  )
				 {
						fOnGuy = TRUE;
				 }
			}

		}


		if ( fOnGuy )
		{
			if ( IsValidTargetMerc( pTargetSoldier->ubID ) )
			{	
				if ( usFlags & TILE_FLAG_FEET )
				{
					pSoldier->bAimShotLocation = AIM_SHOT_LEGS;
				}
				if ( usFlags & TILE_FLAG_MID )
				{
					pSoldier->bAimShotLocation = AIM_SHOT_TORSO;
				}
				if ( usFlags & TILE_FLAG_HEAD )
				{
					pSoldier->bAimShotLocation = AIM_SHOT_HEAD;
				}
			}
		}

	}

	if ( fDisplay && ( !pSoldier->bDoBurst ) )
	{
		if ( gfUIFullTargetFound )
		{
			 pTargetSoldier = MercPtrs[ gusUIFullTargetID ];

				if ( pTargetSoldier->ubBodyType == CROW )
				{
					pSoldier->bAimShotLocation = AIM_SHOT_LEGS;

					wcscpy( gzLocation, TacticalStr[ CROW_HIT_LOCATION_STR ] );

					gfUIBodyHitLocation = TRUE;
					return;
				}

				if ( !IS_MERC_BODY_TYPE( pTargetSoldier ) )
				{
					return;
				}

				switch( pSoldier->bAimShotLocation )
				{
					case AIM_SHOT_HEAD:

						// If we have a knife in hand, change string
						if ( Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass == IC_BLADE )
						{
							wcscpy( gzLocation, TacticalStr[ NECK_HIT_LOCATION_STR ] );
						}
						else
						{
							wcscpy( gzLocation, TacticalStr[ HEAD_HIT_LOCATION_STR ] );
						}
						gfUIBodyHitLocation = TRUE;
						break;

					case AIM_SHOT_TORSO:
						wcscpy( gzLocation, TacticalStr[ TORSO_HIT_LOCATION_STR ] );
						gfUIBodyHitLocation = TRUE;
						break;

					case AIM_SHOT_LEGS:
						wcscpy( gzLocation, TacticalStr[ LEGS_HIT_LOCATION_STR ] );
						gfUIBodyHitLocation = TRUE;
						break;
				}
		}
	}
}
コード例 #11
0
ファイル: UI Cursors.c プロジェクト: bowlofstew/ja2
void HandleLeftClickCursor( SOLDIERTYPE *pSoldier )
{
	UINT16				usInHand;
	UINT8					ubItemCursor;
	INT16					sGridNo;

	// LOOK IN GUY'S HAND TO CHECK LOCATION
	usInHand = pSoldier->inv[HANDPOS].usItem;

	ubItemCursor  =  GetActionModeCursor( pSoldier );

	// OK, if we are i realtime.. goto directly to shoot
	if ( ( ( gTacticalStatus.uiFlags & TURNBASED ) && !( gTacticalStatus.uiFlags & INCOMBAT ) ) && ubItemCursor != TOSSCURS && ubItemCursor != TRAJECTORYCURS )
	{
		// GOTO DIRECTLY TO USING ITEM
		// ( only if not burst mode.. )
		if ( !pSoldier->bDoBurst )
		{
			guiPendingOverrideEvent = CA_MERC_SHOOT;			
		}
		return;
	}

	if (!GetMouseMapPos( &sGridNo ) )
	{
		return;
	}

	gfUIForceReExamineCursorData = TRUE;

	gfDisplayFullCountRing = FALSE;

	switch( ubItemCursor )
	{
		case TARGETCURS:

			if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT ) )
			{
				pSoldier->bShownAimTime				= REFINE_AIM_1;
				pSoldier->fPauseAim = FALSE;
			}
			else 
			{
				pSoldier->bShownAimTime				= REFINE_AIM_1;
				pSoldier->fPauseAim = FALSE;
			}
			// Reset counter
			RESETCOUNTER( TARGETREFINE );
			break;

		case PUNCHCURS:

			if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT ) )
			{
				pSoldier->bShownAimTime				= REFINE_PUNCH_1;
				pSoldier->fPauseAim = FALSE;
			}
			else 
			{
				pSoldier->bShownAimTime				= REFINE_PUNCH_1;
				pSoldier->fPauseAim = FALSE;

			}
			// Reset counter
			RESETCOUNTER( NONGUNTARGETREFINE );
			break;


		case KNIFECURS:

			if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT ) )
			{
				pSoldier->bShownAimTime				= REFINE_KNIFE_1;
				pSoldier->fPauseAim = FALSE;
			}
			else
			{
				pSoldier->bShownAimTime				= REFINE_KNIFE_1;
				pSoldier->fPauseAim = FALSE;

			}
			// Reset counter
			RESETCOUNTER( NONGUNTARGETREFINE );
			break;

		case TOSSCURS:

			//BeginAimCubeUI( pSoldier, sGridNo, (INT8)gsInterfaceLevel, 0, 0 );
			//break;

		default:

			// GOTO DIRECTLY TO USING ITEM
			guiPendingOverrideEvent = CA_MERC_SHOOT;
	}

}