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Fix: Machinegunner trait did only count once for LMG attack AP reduction
More updates to EDB: - fixed gun range calculation - trait modified values now shown for attack AP and reload AP Cleaned up attack AP trait modifiers and moved them to a new function. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7764 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -6485,7 +6485,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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return;
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// ShotsPer4Turns -> ubAttackAPs, used later for all shot AP values
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ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, NULL );
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ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, gpItemDescSoldier );
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INT16 ubBasicAttackAPs = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject );
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//////////////////////////////////////////////////////////////////////////////////////////
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@@ -6732,12 +6732,12 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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// apply Ini modifiers
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if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN )
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iRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierGun[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ] );
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iRangeValue = (UINT16)( (FLOAT)iRangeValue * (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierGun[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ] / 10.0f );
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else if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
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iRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
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iRangeValue = (UINT16)( (FLOAT)iRangeValue * (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher / 10.0f );
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// Get Final Range value
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UINT16 iFinalRangeValue = GunRange( gpItemDescObject, gpItemDescSoldier );
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UINT16 iFinalRangeValue = (UINT16)( GunRange( gpItemDescObject, gpItemDescSoldier ) / 10.0f );
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// Get difference
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INT16 iRangeModifier = iFinalRangeValue - iRangeValue;
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@@ -6745,11 +6745,11 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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if( !fComparisonMode )
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{
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// Print base value
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DrawPropertyValueInColour( iRangeValue / 10, ubNumLine, 1, fComparisonMode, FALSE, TRUE );
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DrawPropertyValueInColour( iRangeValue, ubNumLine, 1, fComparisonMode, FALSE, TRUE );
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// Print modifier
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DrawPropertyValueInColour( iRangeModifier / 10, ubNumLine, 2, fComparisonMode, TRUE, TRUE );
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DrawPropertyValueInColour( iRangeModifier, ubNumLine, 2, fComparisonMode, TRUE, TRUE );
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// Print final value
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DrawPropertyValueInColour( iFinalRangeValue / 10, ubNumLine, 3, fComparisonMode, FALSE, TRUE, FONT_MCOLOR_WHITE );
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DrawPropertyValueInColour( iFinalRangeValue, ubNumLine, 3, fComparisonMode, FALSE, TRUE, FONT_MCOLOR_WHITE );
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}
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else
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{
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@@ -6757,19 +6757,19 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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UINT16 iComparedRangeValue = Weapon[ gpComparedItemDescObject->usItem ].usRange;
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// apply Ini modifiers
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if ( Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_GUN )
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iComparedRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierGun[ Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType ] );
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iComparedRangeValue = (UINT16)( (FLOAT)iComparedRangeValue * (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierGun[ Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType ] / 10.0f );
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else if ( Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
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iComparedRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
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iComparedRangeValue = (UINT16)( (FLOAT)iComparedRangeValue * (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher / 10.0f );
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// Get Final Range value
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UINT16 iComparedFinalRangeValue = GunRange( gpComparedItemDescObject, gpItemDescSoldier );
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UINT16 iComparedFinalRangeValue = (UINT16)( GunRange( gpComparedItemDescObject, gpItemDescSoldier ) / 10.0f );
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// Get difference
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INT16 iComparedRangeModifier = iComparedFinalRangeValue - iComparedRangeValue;
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// Print difference in base value
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DrawPropertyValueInColour( iComparedRangeValue / 10 - iRangeValue / 10, ubNumLine, 1, fComparisonMode, FALSE, TRUE );
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DrawPropertyValueInColour( iComparedRangeValue - iRangeValue, ubNumLine, 1, fComparisonMode, FALSE, TRUE );
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// Print difference in modifier
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DrawPropertyValueInColour( iComparedRangeModifier / 10 - iRangeModifier / 10, ubNumLine, 2, fComparisonMode, TRUE, TRUE );
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DrawPropertyValueInColour( iComparedRangeModifier - iRangeModifier, ubNumLine, 2, fComparisonMode, TRUE, TRUE );
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// Print difference in final value
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DrawPropertyValueInColour( iComparedFinalRangeValue / 10 - iFinalRangeValue / 10, ubNumLine, 3, fComparisonMode, FALSE, TRUE );
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DrawPropertyValueInColour( iComparedFinalRangeValue - iFinalRangeValue, ubNumLine, 3, fComparisonMode, FALSE, TRUE );
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}
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}
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else if( fComparisonMode && Item[ gpComparedItemDescObject->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER|IC_THROWING_KNIFE) )
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@@ -6782,19 +6782,19 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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UINT16 iRangeValue = Weapon[ gpComparedItemDescObject->usItem ].usRange;
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// apply Ini modifiers
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if ( Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_GUN )
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iRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierGun[ Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType ] );
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iRangeValue = (UINT16)( (FLOAT)iRangeValue * (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierGun[ Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType ] / 10.0f );
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else if ( Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
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iRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
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iRangeValue = (UINT16)( (FLOAT)iRangeValue * (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher / 10.0f );
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// Get Final Range value
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UINT16 iFinalRangeValue = GunRange( gpComparedItemDescObject, NULL );
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UINT16 iFinalRangeValue = (UINT16)( GunRange( gpComparedItemDescObject, NULL ) / 10.0f );
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// Get difference
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INT16 iRangeModifier = iFinalRangeValue - iRangeValue;
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// Print base value
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DrawPropertyValueInColour( iRangeValue / 10, ubNumLine, 1, fComparisonMode, FALSE, TRUE, ITEMDESC_FONTPOSITIVE );
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DrawPropertyValueInColour( iRangeValue, ubNumLine, 1, fComparisonMode, FALSE, TRUE, ITEMDESC_FONTPOSITIVE );
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// Print modifier
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DrawPropertyValueInColour( iRangeModifier / 10, ubNumLine, 2, fComparisonMode, TRUE, TRUE );
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DrawPropertyValueInColour( iRangeModifier, ubNumLine, 2, fComparisonMode, TRUE, TRUE );
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// Print final value
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DrawPropertyValueInColour( iFinalRangeValue / 10, ubNumLine, 3, fComparisonMode, FALSE, TRUE, ITEMDESC_FONTPOSITIVE );
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DrawPropertyValueInColour( iFinalRangeValue, ubNumLine, 3, fComparisonMode, FALSE, TRUE, ITEMDESC_FONTPOSITIVE );
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}
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/////////////// GUN HANDLING
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@@ -7804,7 +7804,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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ubNumLine = 14;
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// Get final Attack Cost
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INT16 iFinalSingleAPCost = ubAttackAPs;
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INT16 iFinalSingleAPCost = (INT16)(ubAttackAPs * GetAttackAPTraitMultiplier( gpItemDescSoldier, gpItemDescObject, WM_NORMAL ) + 0.5);
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// Get base Attack Cost
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INT16 iSingleAPCost = ubBasicAttackAPs;
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@@ -7824,7 +7824,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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else if( !Weapon[gpComparedItemDescObject->usItem].NoSemiAuto )
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{
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// Get final Attack Cost
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INT16 iComparedFinalSingleAPCost = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL );
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INT16 iComparedFinalSingleAPCost = (INT16)(BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, gpItemDescSoldier ) * GetAttackAPTraitMultiplier( gpItemDescSoldier, gpItemDescObject, WM_NORMAL ) + 0.5);
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// Get base Attack Cost
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INT16 iComparedSingleAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
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// Get Attack Cost Modifier
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@@ -7848,7 +7848,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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// Set line to draw into
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ubNumLine = 14;
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// Get final Attack Cost
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INT16 iFinalSingleAPCost = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL );
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INT16 iFinalSingleAPCost = (INT16)(BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, gpItemDescSoldier ) * GetAttackAPTraitMultiplier( gpItemDescSoldier, gpItemDescObject, WM_NORMAL ) + 0.5);
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// Get base Attack Cost
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INT16 iSingleAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
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// Get Attack Cost Modifier
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@@ -7868,7 +7868,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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ubNumLine = 15;
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// Get final Burst Cost
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INT16 iFinalBurstAPCost = ubAttackAPs + CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpItemDescObject, NULL );
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INT16 iFinalBurstAPCost = (INT16)( (FLOAT)ubAttackAPs * GetAttackAPTraitMultiplier( gpItemDescSoldier, gpItemDescObject, WM_BURST ) + CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpItemDescObject, gpItemDescSoldier ) + 0.5f );
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// Get base Burst Cost
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INT16 iBurstAPCost = ubBasicAttackAPs + CalcAPsToBurstNoModifier( APBPConstants[DEFAULT_APS], gpItemDescObject );
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@@ -7888,8 +7888,9 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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else if( GetShotsPerBurst(gpComparedItemDescObject) > 0 )
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{
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// Get final Burst Cost
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INT16 iComparedFinalBurstAPCost = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL )
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+ CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, NULL );
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INT16 iComparedFinalBurstAPCost = (INT16)( (FLOAT)BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, gpItemDescSoldier )
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* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_BURST )
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+ CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, gpItemDescSoldier ) + 0.5f );
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// Get base Burst Cost
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INT16 iComparedBurstAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject )
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+ CalcAPsToBurstNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject );
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@@ -7913,8 +7914,9 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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{
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// Set line to draw into
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ubNumLine = 15;
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INT16 iFinalBurstAPCost = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL )
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+ CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, NULL );
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INT16 iFinalBurstAPCost = (INT16)( (FLOAT)BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, gpItemDescSoldier )
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* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_BURST )
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+ CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, gpItemDescSoldier ) + 0.5f );
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// Get base Burst Cost
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INT16 iBurstAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
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+ CalcAPsToBurstNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject );
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@@ -7935,7 +7937,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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ubNumLine = 16;
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// Get final Autofire Cost
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INT16 iFinalAutoAPCost = ubAttackAPs + CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpItemDescObject, 3, NULL );
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INT16 iFinalAutoAPCost = (INT16)( (FLOAT)ubAttackAPs * GetAttackAPTraitMultiplier( gpItemDescSoldier, gpItemDescObject, WM_AUTOFIRE ) + CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpItemDescObject, 3, gpItemDescSoldier ) + 0.5f );
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// Get base Autofire Cost
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INT16 iAutoAPCost = ubBasicAttackAPs + CalcAPsToAutofireNoModifier( APBPConstants[DEFAULT_APS], gpItemDescObject, 3 );
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@@ -7955,8 +7957,9 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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else if( GetAutofireShotsPerFiveAPs(gpComparedItemDescObject) > 0 )
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{
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// Get final Autofire Cost
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INT16 iComparedFinalAutoAPCost = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL )
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+ CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3, NULL );
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INT16 iComparedFinalAutoAPCost = (INT16)( (FLOAT)BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, gpItemDescSoldier )
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* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_AUTOFIRE )
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+ CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3, gpItemDescSoldier ) + 0.5f );
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// Get base Autofire Cost
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INT16 iComparedAutoAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject )
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+ CalcAPsToAutofireNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3 );
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@@ -7981,8 +7984,9 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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// Set line to draw into
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ubNumLine = 16;
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// Get final Autofire Cost
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INT16 iFinalAutoAPCost = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL )
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+ CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3, NULL );
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INT16 iFinalAutoAPCost = (INT16)( (FLOAT)BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, gpItemDescSoldier )
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* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_AUTOFIRE )
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+ CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3, gpItemDescSoldier ) + 0.5f );
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// Get base Autofire Cost
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INT16 iAutoAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
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+ CalcAPsToAutofireNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3 );
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@@ -8004,6 +8008,25 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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// Get final Reload Cost
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INT16 iFinalReloadAPCost = GetAPsToReload( gpItemDescObject );
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if( gGameOptions.fNewTraitSystem && !(Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER) )
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{
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// pistols and revolvers
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if( Weapon[ gpItemDescObject->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ gpItemDescObject->usItem ].ubWeaponType == GUN_M_PISTOL )
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost
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* max(0,( 100 - gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus * NUM_SKILL_TRAITS( gpItemDescSoldier, GUNSLINGER_NT )
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- gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0f + 0.5f );
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// shotguns
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else if( Weapon[ gpItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN && Weapon[gpItemDescObject->usItem].swapClips != 1 )
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost
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* max(0,(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( gpItemDescSoldier, RANGER_NT )
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- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
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// ambidextrous reload bullets
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else if( Weapon[gpItemDescObject->usItem].swapClips != 1 )
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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// ambidextrous reload magazines
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else
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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}
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// Get base Reload Cost
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INT16 iReloadAPCost = Weapon[ gpItemDescObject->usItem ].APsToReload;
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@@ -8029,6 +8052,27 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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{
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// Get final Reload Cost
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INT16 iComparedFinalReloadAPCost = GetAPsToReload( gpComparedItemDescObject );
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if( gGameOptions.fNewTraitSystem && !(Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_LAUNCHER) )
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{
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// pistols and revolvers
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if( Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_M_PISTOL )
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost
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* max(0,( 100 - gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus * NUM_SKILL_TRAITS( gpItemDescSoldier, GUNSLINGER_NT )
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- gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0f + 0.5f );
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// shotguns
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else if( Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN && Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost
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* max(0,(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( gpItemDescSoldier, RANGER_NT )
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- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
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// ambidextrous reload bullets
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else if( Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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// ambidextrous reload magazines
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else
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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}
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// Get base Reload Cost
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INT16 iComparedReloadAPCost = Weapon[ gpComparedItemDescObject->usItem ].APsToReload;
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// modify by ini values
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@@ -8057,7 +8101,28 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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ubNumLine = 17;
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// Get final Reload Cost
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INT16 iFinalReloadAPCost = GetAPsToReload( gpComparedItemDescObject );
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// Get base Reload Cost
|
||||
|
||||
if( gGameOptions.fNewTraitSystem && !(Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_LAUNCHER) )
|
||||
{
|
||||
// pistols and revolvers
|
||||
if( Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_M_PISTOL )
|
||||
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost
|
||||
* max(0,( 100 - gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus * NUM_SKILL_TRAITS( gpItemDescSoldier, GUNSLINGER_NT )
|
||||
- gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0f + 0.5f );
|
||||
// shotguns
|
||||
else if( Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN && Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
|
||||
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost
|
||||
* max(0,(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( gpItemDescSoldier, RANGER_NT )
|
||||
- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
|
||||
// ambidextrous reload bullets
|
||||
else if( Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
|
||||
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
|
||||
// ambidextrous reload magazines
|
||||
else
|
||||
iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
|
||||
}
|
||||
|
||||
// Get base Reload Cost
|
||||
INT16 iReloadAPCost = Weapon[ gpComparedItemDescObject->usItem ].APsToReload;
|
||||
// modify by ini values
|
||||
if ( Item[ gpComparedItemDescObject->usItem ].usItemClass == IC_GUN )
|
||||
|
||||
@@ -15573,3 +15573,83 @@ BOOLEAN ObjectIsMilitiaRelevant( OBJECTTYPE *pObj )
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 ubMode )
|
||||
{
|
||||
FLOAT fMultiplier = 1.0;
|
||||
|
||||
// we shouldn't be here...
|
||||
if( !pSoldier || !pObj || !gGameOptions.fNewTraitSystem )
|
||||
return fMultiplier;
|
||||
|
||||
if( ubMode == WM_NORMAL )
|
||||
{
|
||||
if( Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL )
|
||||
{
|
||||
fMultiplier = ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) ) / 100.0f;
|
||||
}
|
||||
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubRAFiringSpeedBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100.0f;
|
||||
}
|
||||
else if( Item[ pObj->usItem ].usItemClass == IC_BLADE )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubMEBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, MELEE_NT ) ) / 100.0f;
|
||||
}
|
||||
else if( Item[ pObj->usItem ].usItemClass == IC_THROWING_KNIFE )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubTHBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, THROWING_NT ) ) / 100.0f;
|
||||
}
|
||||
// grenade launchers
|
||||
else if( (Item[ pObj->usItem ].usItemClass == IC_LAUNCHER || Item[ pObj->usItem ].grenadelauncher) && !(Item[ pObj->usItem ].rocketlauncher) && !(Item[ pObj->usItem ].mortar) )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100.0f;
|
||||
}
|
||||
// rocket launchers
|
||||
else if( (Item[ pObj->usItem ].rocketlauncher || Item[ pObj->usItem ].singleshotrocketlauncher) && !(Item[ pObj->usItem ].mortar) )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubHWRocketLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100.0f;
|
||||
}
|
||||
// mortar
|
||||
else if( Item[ pObj->usItem ].mortar )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubHWMortarAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) + pSoldier->GetBackgroundValue(BG_ARTILLERY) ) / 100.0f;
|
||||
}
|
||||
}
|
||||
else if( ubMode == WM_BURST )
|
||||
{
|
||||
if( Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL )
|
||||
{
|
||||
fMultiplier = ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) ) / 100.0f;
|
||||
}
|
||||
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubRAFiringSpeedBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100.0f;
|
||||
}
|
||||
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_LMG )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubAWFiringSpeedBonusLMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ) ) / 100.0f;
|
||||
}
|
||||
}
|
||||
else if( ubMode == WM_AUTOFIRE )
|
||||
{
|
||||
if( Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL )
|
||||
{
|
||||
fMultiplier = ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) ) / 100.0f;
|
||||
}
|
||||
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubRAFiringSpeedBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100.0f;
|
||||
}
|
||||
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_LMG )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubAWFiringSpeedBonusLMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ) ) / 100.0f;
|
||||
}
|
||||
}
|
||||
else if( ubMode == WM_ATTACHED_GL || ubMode == WM_ATTACHED_GL_BURST || ubMode == WM_ATTACHED_GL_AUTO )
|
||||
{
|
||||
fMultiplier = (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100.0f;
|
||||
}
|
||||
|
||||
return fMultiplier;
|
||||
}
|
||||
@@ -542,6 +542,8 @@ void AttachDefaultAttachments(OBJECTTYPE *pObj, BOOLEAN fAllDefaultAttachments=T
|
||||
// Flugente: is this object useable by militia?
|
||||
BOOLEAN ObjectIsMilitiaRelevant( OBJECTTYPE *pObj );
|
||||
|
||||
FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 ubMode);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
+22
-15
@@ -2289,7 +2289,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
|
||||
{
|
||||
usItem = pSoldier->inv[ HANDPOS ].usItem;
|
||||
|
||||
// Flugente: we need a secon temnr in case we are using an underbarrel weapon. Not all checks should apply for that one, as aiming is still done with the main weapon
|
||||
// Flugente: we need a second item in case we are using an underbarrel weapon. Not all checks should apply for that one, as aiming is still done with the main weapon
|
||||
usUBItem = pSoldier->GetUsedWeaponNumber(&pSoldier->inv[HANDPOS]);
|
||||
}
|
||||
if(Item[usUBItem].usItemClass == IC_PUNCH || Item[usUBItem].usItemClass == IC_BLADE || Item[usUBItem].usItemClass == IC_TENTACLES)//dnl ch73 021013 punch and stub generally use identical logic so put all necessary stuff to MinAPsToPunch
|
||||
@@ -2345,30 +2345,33 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
|
||||
// SANDRO - STOMP traits - reduced APs needed to fire underbarrel grenade launchers for Heavy Weapons trait
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
{
|
||||
bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100)+ 0.5);
|
||||
// bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100)+ 0.5);
|
||||
bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
|
||||
}
|
||||
}
|
||||
else if ( pSoldier->IsValidSecondHandShot( ) )
|
||||
{
|
||||
OBJECTTYPE* pSecondObjUsed = pSoldier->GetUsedWeapon( &(pSoldier->inv[SECONDHANDPOS]) );
|
||||
|
||||
// SANDRO - gunslinger check for firing speed
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && gGameOptions.fNewTraitSystem )
|
||||
{
|
||||
INT16 bcst1 = BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]), pSoldier );
|
||||
INT16 bcst2 = BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]), pSoldier );
|
||||
if ( Weapon[ usItem ].ubWeaponType == GUN_PISTOL )
|
||||
bcst1 = (INT16)((bcst1 * ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols) / 100)+ 0.5);
|
||||
if ( Weapon[ pSoldier->inv[SECONDHANDPOS].usItem ].ubWeaponType == GUN_PISTOL )
|
||||
bcst2 = (INT16)((bcst2 * ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols) / 100)+ 0.5);
|
||||
// if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && gGameOptions.fNewTraitSystem )
|
||||
// {
|
||||
INT16 bcst1 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
|
||||
INT16 bcst2 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pSecondObjUsed, pSoldier->bWeaponMode ) + 0.5);
|
||||
// if ( Weapon[ usItem ].ubWeaponType == GUN_PISTOL )
|
||||
// bcst1 = (INT16)((bcst1 * ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols) / 100)+ 0.5);
|
||||
// if ( Weapon[ pSoldier->inv[SECONDHANDPOS].usItem ].ubWeaponType == GUN_PISTOL )
|
||||
// bcst2 = (INT16)((bcst2 * ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols) / 100)+ 0.5);
|
||||
|
||||
bAPCost += __max( bcst1, bcst2 );
|
||||
}
|
||||
/* }
|
||||
else
|
||||
{
|
||||
// charge the maximum of the two
|
||||
bAPCost += __max(
|
||||
BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]), pSoldier ),
|
||||
BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]), pSoldier ) );
|
||||
}
|
||||
}*/
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2391,7 +2394,10 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
|
||||
////////////////////////////////////////////////////
|
||||
if ( gGameOptions.fNewTraitSystem )
|
||||
{
|
||||
// Decreased APs needed for LMG - Auto Weapons
|
||||
// silversurfer: new function to handle all modifiers
|
||||
bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
|
||||
|
||||
/* // Decreased APs needed for LMG - Auto Weapons
|
||||
if (Weapon[usUBItem].ubWeaponType == GUN_LMG && (pSoldier->bDoBurst || pSoldier->bDoAutofire) && ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) ) )
|
||||
{
|
||||
bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubAWFiringSpeedBonusLMGs ) / 100)+ 0.5);
|
||||
@@ -2432,7 +2438,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
|
||||
else if (Weapon[ usUBItem ].ubWeaponType == GUN_SHOTGUN && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
|
||||
{
|
||||
bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubRAFiringSpeedBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100)+ 0.5);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
}
|
||||
@@ -2557,7 +2563,8 @@ INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost
|
||||
bAPCost += BaseAPsToShootOrStab(bFullAPs, bAimSkill, pObjUsed, pSoldier);
|
||||
// Decreased APs needed for melee attacks - Melee (Blade only)
|
||||
if(Item[usItem].usItemClass == IC_BLADE && (HAS_SKILL_TRAIT(pSoldier, MELEE_NT)))
|
||||
bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubMEBladesAPsReduction) / 100) + 0.5);
|
||||
// bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubMEBladesAPsReduction) / 100) + 0.5);
|
||||
bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
|
||||
}
|
||||
UINT16 usTargID = WhoIsThere2(sGridNo, pSoldier->bTargetLevel);
|
||||
// Given a gridno here, check if we are on a guy - if so - get his gridno
|
||||
|
||||
Reference in New Issue
Block a user