diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 0396dd4f0..26642235b 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -7164,12 +7164,13 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier) { iScopeBonus = ( (float)gGameExternalOptions.ubStraightSightRange * GetMinRangeForAimBonus(&obj) / 100 ); - if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.3) ) // >= 30% of sight range (~4 tiles by default) + if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.3) ) // >= 30% of sight range (~4 tiles by default) { aimLevels += 2; } - - if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.6) ) // >= 60% of sight range (~9 tiles by default) + + //Madd: nerfing semi-auto sniper rifles and forcing players to use bolt action sniper rifles for the extra aiming APs + if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.6) && Weapon[obj.usItem].APsToReloadManually > 0 ) // >= 60% of sight range (~9 tiles by default) { aimLevels += 2; }