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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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@@ -416,9 +416,9 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime );
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GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost );
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GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, pSoldier->aiData.bAimTime );
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usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost);
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usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost);
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usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost, sTargetGridNo, pSoldier->aiData.bAimTime);
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// If we are standing and are asked to turn AND raise gun, ignore raise gun...
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//CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same
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@@ -1451,7 +1451,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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sTargetGridNo = sGridNo;
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}
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sAPCost = MinAPsToAttack( pSoldier, sTargetGridNo, TRUE );
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sAPCost = MinAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime, 0 );
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// Check if these is room to place mortar!
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if ( Item[usHandItem].mortar )
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@@ -1470,9 +1470,9 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
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}
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else if ( Item[usHandItem].grenadelauncher )//usHandItem == GLAUNCHER || usHandItem == UNDER_GLAUNCHER )
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{
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GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost );
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GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, pSoldier->aiData.bAimTime );
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usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost);
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usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost);
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usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost, sTargetGridNo, pSoldier->aiData.bAimTime );
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// If we are standing and are asked to turn AND raise gun, ignore raise gun...
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//CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same
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