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Sandro's feature pack (by Sandro)
- Dual Burst/Autofire Enabled - Alternative Weapon Holding (firing from hip + pistol with one hand) - Energy Cost on Weapon Manipulation (holding it shouldered, firing) - Suppression Effectiveness Modified by Caliber and Gun Loudness - No Enemy Auto-ready Weapon Option - Fancy Big Merc Rifle Holding Animations - More Random Idle Animations - Kick in HtH Implemented - Jumping Implemented - (Included Fix for IIS with Martial Arts Bonus) - further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884 - you also need the latest GameDir files! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1750,6 +1750,14 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
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buffer += sizeof(FLOAT);
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buffer += sizeof(FLOAT);
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}
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// SANDRO: my attempt at making older save games compatible (usually fails, dunno why)
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// with dual bursts, dPrevMuzzleOffsetX,dPrevMuzzleOffsetY,dPrevCounterForceX,dPrevCounterForceY was made dPrevMuzzleOffsetX[2], etc.
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if(guiCurrentSaveGameVersion < DUAL_BURST_ADDED) {
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buffer += sizeof(FLOAT);
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buffer += sizeof(FLOAT);
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buffer += sizeof(FLOAT);
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buffer += sizeof(FLOAT);
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}
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if(guiCurrentSaveGameVersion >= NCTH_AUTOFIRE_UPDATE){
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numBytesRead = ReadFieldByField(hFile, &this->dInitialMuzzleOffsetX, sizeof(dInitialMuzzleOffsetX), sizeof(FLOAT), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &this->dInitialMuzzleOffsetY, sizeof(dInitialMuzzleOffsetY), sizeof(FLOAT), numBytesRead);
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