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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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@@ -39,7 +39,7 @@
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// InWaterOrGas - gas stuff
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// RoamingRange - point patrol stuff
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extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady );
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extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
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UINT8 Urgency[NUM_STATUS_STATES][NUM_MORALE_STATES] =
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{
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@@ -189,7 +189,7 @@ UINT8 ShootingStanceChange( SOLDIERTYPE * pSoldier, ATTACKTYPE * pAttack, INT8 b
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UINT16 usRealAnimState, usBestAnimState;
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INT8 bBestStanceDiff=-1;
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INT8 bLoop, bStanceNum, bStanceDiff, bAPsAfterAttack, bCurAimTime;
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INT8 bLoop, bStanceNum, bStanceDiff, bAPsAfterAttack, bCurAimTime, bSetScopeMode;
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UINT32 uiChanceOfDamage, uiBestChanceOfDamage, uiCurrChanceOfDamage;
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UINT32 uiStanceBonus, uiMinimumStanceBonusPerChange = 20 - 3 * pAttack->ubAimTime;
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INT32 iRange;
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@@ -197,7 +197,10 @@ UINT8 ShootingStanceChange( SOLDIERTYPE * pSoldier, ATTACKTYPE * pAttack, INT8 b
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bStanceNum = 0;
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uiCurrChanceOfDamage = 0;
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bAPsAfterAttack = pSoldier->bActionPoints - MinAPsToAttack( pSoldier, pAttack->sTarget, ADDTURNCOST, 1);
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bSetScopeMode = pSoldier->bScopeMode;
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pSoldier->bScopeMode = pAttack->bScopeMode;
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bAPsAfterAttack = pSoldier->bActionPoints - MinAPsToAttack( pSoldier, pAttack->sTarget, ADDTURNCOST, pAttack->ubAimTime, 1);
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pSoldier->bScopeMode = bSetScopeMode;
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if (bAPsAfterAttack < GetAPsCrouch(pSoldier, TRUE))
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{
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return( 0 );
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@@ -511,7 +514,7 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
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case AI_ACTION_KNIFE_MOVE: // preparing to stab adjacent opponent
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case AI_ACTION_THROW_KNIFE:
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// only FIRE_GUN currently actually pays extra turning costs!
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bMinPointsNeeded = MinAPsToAttack(pSoldier,pSoldier->aiData.usActionData,ADDTURNCOST);
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bMinPointsNeeded = MinAPsToAttack(pSoldier,pSoldier->aiData.usActionData,ADDTURNCOST,pSoldier->aiData.bAimTime);
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#ifdef BETAVERSION
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if (ptsNeeded > pSoldier->bActionPoints)
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