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Don't apply mortar/GL default penalty for enemy/militia is they cannot have trait skills, improved code to support old skill system.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -10133,8 +10133,14 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
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iChance = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveMarksmanship( pSoldier ) + EffectiveWisdom( pSoldier ) + (pSoldier->stats.bExpLevel * 10) ) / 4;
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iChance = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveMarksmanship( pSoldier ) + EffectiveWisdom( pSoldier ) + (pSoldier->stats.bExpLevel * 10) ) / 4;
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////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////
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// sevenfm: apply penalty to enemy/militia only if traits can be assigned to compensate
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// otherwise AI will not be able to shoot because of extremely low CTH
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if (pSoldier->bTeam == OUR_TEAM ||
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pSoldier->bTeam == ENEMY_TEAM && gGameExternalOptions.fAssignTraitsToEnemy ||
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pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fAssignTraitsToMilitia)
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{
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// SANDRO - old/new traits
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// SANDRO - old/new traits
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if (gGameOptions.fNewTraitSystem && (pSoldier->bTeam == OUR_TEAM || (pSoldier->bTeam == ENEMY_TEAM && gGameExternalOptions.fAssignTraitsToEnemy) || (pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fAssignTraitsToMilitia)))
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if (gGameOptions.fNewTraitSystem)
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{
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{
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if (Item[usHandItem].mortar)
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if (Item[usHandItem].mortar)
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{
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{
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@@ -10167,6 +10173,7 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
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iChance += gbSkillTraitBonus[HEAVY_WEAPS_OT] * NUM_SKILL_TRAITS(pSoldier, HEAVY_WEAPS_OT);
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iChance += gbSkillTraitBonus[HEAVY_WEAPS_OT] * NUM_SKILL_TRAITS(pSoldier, HEAVY_WEAPS_OT);
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}
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////
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}
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}
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