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Added new option BUCKSHOT_SUPPRESSION_EFFECTIVENESS, 50 by default, used both for NCTH and OCTH.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8912 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1610,6 +1610,8 @@ void LoadGameExternalOptions()
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// HEADROCK HAM 3.5: Explosive Suppression Effectiveness alters the amount of Suppression Points you get from nearby blasts.
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// HEADROCK HAM 3.5: Explosive Suppression Effectiveness alters the amount of Suppression Points you get from nearby blasts.
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gGameExternalOptions.usExplosionSuppressionEffect = iniReader.ReadInteger("Tactical Suppression Fire Settings","EXPLOSIVE_SUPPRESSION_EFFECTIVENESS", 100, 0, 1000);
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gGameExternalOptions.usExplosionSuppressionEffect = iniReader.ReadInteger("Tactical Suppression Fire Settings","EXPLOSIVE_SUPPRESSION_EFFECTIVENESS", 100, 0, 1000);
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gGameExternalOptions.ubBuckshotSuppressionEffectiveness = iniReader.ReadInteger("Tactical Suppression Fire Settings", "BUCKSHOT_SUPPRESSION_EFFECTIVENESS", 50, 0, 100);
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// HEADROCK HAM 3.1: This is a suppression tool that not everyone will like. It gives an on-screen message when any character has been suppressed so much he's lost his next turn completely!
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// HEADROCK HAM 3.1: This is a suppression tool that not everyone will like. It gives an on-screen message when any character has been suppressed so much he's lost his next turn completely!
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gGameExternalOptions.fShowSuppressionShutdown = iniReader.ReadBoolean("Tactical Suppression Fire Settings","NOTIFY_WHEN_PINNED_DOWN", FALSE);
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gGameExternalOptions.fShowSuppressionShutdown = iniReader.ReadBoolean("Tactical Suppression Fire Settings","NOTIFY_WHEN_PINNED_DOWN", FALSE);
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@@ -1205,6 +1205,8 @@ typedef struct
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// HEADROCK HAM 3.5: Explosive Suppression Effectiveness alters the amount of Suppression Points you get from nearby blasts.
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// HEADROCK HAM 3.5: Explosive Suppression Effectiveness alters the amount of Suppression Points you get from nearby blasts.
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UINT16 usExplosionSuppressionEffect;
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UINT16 usExplosionSuppressionEffect;
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UINT8 ubBuckshotSuppressionEffectiveness;
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// HEADROCK HAM 3.5: When enabled, goggle-switching affects every merc in the sector, not just those belonging to the current squad.
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// HEADROCK HAM 3.5: When enabled, goggle-switching affects every merc in the sector, not just those belonging to the current squad.
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BOOLEAN fGoggleSwapAffectsAllMercsInSector;
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BOOLEAN fGoggleSwapAffectsAllMercsInSector;
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+6
-2
@@ -7106,7 +7106,9 @@ void MoveBullet( INT32 iBullet )
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{
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{
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// buckshot has only a 1 in 2 chance of applying a suppression point
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// buckshot has only a 1 in 2 chance of applying a suppression point
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// HEADROCK HAM 5: For NCTH, make pellets as effective as any other bullet.
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// HEADROCK HAM 5: For NCTH, make pellets as effective as any other bullet.
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if (UsingNewCTHSystem() || !(pBullet->usFlags & BULLET_FLAG_BUCKSHOT) || Random(2))
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// sevenfm: externalized chance
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//if (UsingNewCTHSystem() || !(pBullet->usFlags & BULLET_FLAG_BUCKSHOT) || Random(2))
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if (!(pBullet->usFlags & BULLET_FLAG_BUCKSHOT) || Chance(gGameExternalOptions.ubBuckshotSuppressionEffectiveness))
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{
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{
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// bullet goes whizzing by this guy!
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// bullet goes whizzing by this guy!
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switch ( gAnimControl[ MercPtrs[pStructure->usStructureID]->usAnimState ].ubEndHeight )
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switch ( gAnimControl[ MercPtrs[pStructure->usStructureID]->usAnimState ].ubEndHeight )
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@@ -7192,7 +7194,9 @@ void MoveBullet( INT32 iBullet )
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{
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{
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// buckshot has only a 1 in 2 chance of applying a suppression point
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// buckshot has only a 1 in 2 chance of applying a suppression point
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// HEADROCK HAM 5: For NCTH, make pellets as effective as any other bullet.
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// HEADROCK HAM 5: For NCTH, make pellets as effective as any other bullet.
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if (UsingNewCTHSystem() || !(pBullet->usFlags & BULLET_FLAG_BUCKSHOT) || Random(2))
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// sevenfm: externalized chance
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//if (UsingNewCTHSystem() || !(pBullet->usFlags & BULLET_FLAG_BUCKSHOT) || Random(2))
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if (!(pBullet->usFlags & BULLET_FLAG_BUCKSHOT) || Chance(gGameExternalOptions.ubBuckshotSuppressionEffectiveness))
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{
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{
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// bullet goes whizzing by this guy!
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// bullet goes whizzing by this guy!
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switch ( gAnimControl[ pTarget->usAnimState ].ubEndHeight )
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switch ( gAnimControl[ pTarget->usAnimState ].ubEndHeight )
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