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Fix: scope modes take Aimlevel modifiers on scopes/sights into account
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6095 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2691,9 +2691,9 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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}
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///////////////////// AIMING LEVELS MODIFIER
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if (GetAimLevelsModifier( gpItemDescObject, ANIM_STAND ) != 0
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|| GetAimLevelsModifier( gpItemDescObject, ANIM_CROUCH ) != 0
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|| GetAimLevelsModifier( gpItemDescObject, ANIM_PRONE ) != 0 )
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if (GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_STAND ) != 0
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|| GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_CROUCH ) != 0
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|| GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_PRONE ) != 0 )
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{
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if (cnt >= sFirstLine && cnt < sLastLine)
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{
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@@ -4625,9 +4625,9 @@ void DrawAdvancedStats( OBJECTTYPE * gpItemDescObject )
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}
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///////////////////// AIMING LEVELS MODIFIER
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if (GetAimLevelsModifier( gpItemDescObject, ANIM_STAND ) != 0
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|| GetAimLevelsModifier( gpItemDescObject, ANIM_CROUCH ) != 0
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|| GetAimLevelsModifier( gpItemDescObject, ANIM_PRONE ) != 0 )
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if (GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_STAND ) != 0
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|| GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_CROUCH ) != 0
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|| GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_PRONE ) != 0 )
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{
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if (cnt >= sFirstLine && cnt < sLastLine)
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{
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@@ -5907,7 +5907,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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UINT16 iFinalAimLevelsValue = GetAllowedAimingLevelsForItem( gpItemDescSoldier, gpItemDescObject, ANIM_STAND );
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// Get modifier
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INT16 iAimLevelsModifier = GetAimLevelsModifier( gpItemDescObject, ANIM_STAND );
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INT16 iAimLevelsModifier = GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_STAND );
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iAimLevelsModifier += GetAimLevelsTraitModifier( gpItemDescSoldier, gpItemDescObject );
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// Get Base Value
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@@ -8820,9 +8820,9 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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}
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///////////////////// AIMING LEVELS MODIFIER
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iModifier[0] = GetAimLevelsModifier( gpItemDescObject, ANIM_STAND );
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iModifier[1] = GetAimLevelsModifier( gpItemDescObject, ANIM_CROUCH );
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iModifier[2] = GetAimLevelsModifier( gpItemDescObject, ANIM_PRONE );
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iModifier[0] = GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_STAND );
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iModifier[1] = GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_CROUCH );
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iModifier[2] = GetAimLevelsModifier( gpItemDescSoldier, gpItemDescObject, ANIM_PRONE );
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if (iModifier[0] != 0 || iModifier[1] != 0 || iModifier[2] != 0 )
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{
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if (cnt >= sFirstLine && cnt < sLastLine)
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+32
-7
@@ -10213,7 +10213,7 @@ INT32 GetTargetTrackingModifier( OBJECTTYPE *pObj, UINT8 ubStance )
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return (iModifier);
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}
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INT32 GetAimLevelsModifier( OBJECTTYPE *pObj, UINT8 ubStance )
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INT32 GetAimLevelsModifier( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, UINT8 ubStance )
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{
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INT32 iModifier=0;
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@@ -10222,11 +10222,36 @@ INT32 GetAimLevelsModifier( OBJECTTYPE *pObj, UINT8 ubStance )
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if (pObj->exists() == true && UsingNewCTHSystem() == true)
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{
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iModifier += Item[pObj->usItem].aimlevelsmodifier[ubRef];
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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if ( gGameExternalOptions.fScopeModes && pSoldier )
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{
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if (iter->exists())
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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iModifier += Item[iter->usItem].aimlevelsmodifier[ubRef];
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if( iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
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{
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iModifier += Item[iter->usItem].aimlevelsmodifier[ubRef];
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}
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}
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// Flugente: check for scope mode
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if ( Item[pObj->usItem].usItemClass == IC_GUN )
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{
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std::map<INT8, OBJECTTYPE*> ObjList;
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GetScopeLists(pObj, ObjList);
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// only use scope mode if gun is in hand, otherwise an error might occur!
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if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
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iModifier += Item[ObjList[pSoldier->bScopeMode]->usItem].aimlevelsmodifier[ubRef];
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}
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}
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else
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{
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if (iter->exists())
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{
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iModifier += Item[iter->usItem].aimlevelsmodifier[ubRef];
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}
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}
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}
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}
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@@ -12871,8 +12896,8 @@ UINT8 AllowedAimingLevelsNCTH( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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if ( gGameExternalOptions.fWeaponResting && pSoldier->IsWeaponMounted() )
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stance = ANIM_PRONE;
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INT32 moda = GetAimLevelsModifier( &pSoldier->inv[pSoldier->ubAttackingHand], stance );
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INT32 modb = GetAimLevelsModifier( &pSoldier->inv[pSoldier->ubAttackingHand], gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
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INT32 moda = GetAimLevelsModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], stance );
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INT32 modb = GetAimLevelsModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
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aimLevels += (INT32) ((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
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}
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@@ -13230,7 +13255,7 @@ UINT8 GetAllowedAimingLevelsForItem( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UI
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}
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// HEADROCK HAM 4: This modifier from the weapon and its attachments replaces the generic bipod bonus.
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aimLevels += GetAimLevelsModifier( pObj, ubStance );
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aimLevels += GetAimLevelsModifier( pSoldier, pObj, ubStance );
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aimLevels += GetAimLevelsTraitModifier( pSoldier, pObj );
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+1
-1
@@ -283,7 +283,7 @@ INT32 GetCounterForceMaxModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetCounterForceAccuracyModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetCounterForceFrequencyModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetTargetTrackingModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetAimLevelsModifier( OBJECTTYPE *pObj, UINT8 ubStance );
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INT32 GetAimLevelsModifier( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, UINT8 ubStance ); // Flugente: added SOLDIERTYPE* argument
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INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj );
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// Returns the character's stance as 0/1/2.
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