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- new Item_Settings.ini modifiers for weapon class specific range
- renamed weapon overheating modifiers to get a common naming scheme - added weapon overheating modifiers for launchers - renamed TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB to TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB for search reasons git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6469 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+49
-32
@@ -2407,45 +2407,62 @@ void LoadItemSettings()
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// silversurfer: New values to fine-tune weapon overheating for different gun classes
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// --------- PISTOLS ----------
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gItemSettings.fOverheatJamThresholdModifier[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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// ----- MACHINE PISTOLS ------
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gItemSettings.fOverheatJamThresholdModifier[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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// ---------- SMGS ------------
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gItemSettings.fOverheatJamThresholdModifier[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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// --------- RIFLES -----------
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gItemSettings.fOverheatJamThresholdModifier[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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// ------ SNIPER RIFLES -------
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gItemSettings.fOverheatJamThresholdModifier[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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// ------ ASSAULT RIFLES ------
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gItemSettings.fOverheatJamThresholdModifier[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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// ---------- LMGS ------------
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gItemSettings.fOverheatJamThresholdModifier[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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// -------- SHOTGUNS ----------
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gItemSettings.fOverheatJamThresholdModifier[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifier[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifier[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifier[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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// -------- LAUNCHERs ---------
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gItemSettings.fOverheatJamThresholdModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatTemperatureModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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// silversurfer: new values to adjust weapon range for different gun classes
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gItemSettings.fRangeModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","RANGE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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// -------- LAUNCHERs ---------
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gItemSettings.fRangeModifierLauncher = iniReader.ReadFloat ("Weapon Settings","RANGE_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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}
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INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse)
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+11
-4
@@ -1743,10 +1743,17 @@ typedef struct
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typedef struct
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{
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// weapon overheating modifiers for the different gun classes
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FLOAT fOverheatJamThresholdModifier[9];
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FLOAT fOverheatDamageThresholdModifier[9];
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FLOAT fOverheatTemperatureModifier[9];
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FLOAT fOverheatCooldownModifier[9];
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FLOAT fOverheatJamThresholdModifierGun[9];
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FLOAT fOverheatDamageThresholdModifierGun[9];
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FLOAT fOverheatTemperatureModifierGun[9];
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FLOAT fOverheatCooldownModifierGun[9];
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FLOAT fOverheatJamThresholdModifierLauncher;
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FLOAT fOverheatDamageThresholdModifierLauncher;
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FLOAT fOverheatTemperatureModifierLauncher;
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FLOAT fOverheatCooldownModifierLauncher;
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// range modifiers for different weapon types
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FLOAT fRangeModifierGun[9];
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FLOAT fRangeModifierLauncher;
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}ITEM_SETTINGS;
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@@ -6152,6 +6152,12 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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// Get base Range value
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UINT16 iRangeValue = Weapon[ gpItemDescObject->usItem ].usRange;
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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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else if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
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iRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
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// Get Final Range value
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UINT16 iFinalRangeValue = GunRange( gpItemDescObject, NULL );
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@@ -11558,7 +11564,9 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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iFloatModifier[0] = Weapon[ gpItemDescObject->usItem ].usOverheatingSingleShotTemperature * gGameExternalOptions.iOverheatTemperatureGlobalModfier;
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if ( Item[gpItemDescObject->usItem].usItemClass & IC_GUN )
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iFloatModifier[0] *= gItemSettings.fOverheatTemperatureModifier[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ];
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iFloatModifier[0] *= gItemSettings.fOverheatTemperatureModifierGun[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ];
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else if ( Item[gpItemDescObject->usItem].usItemClass & IC_LAUNCHER )
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iFloatModifier[0] *= gItemSettings.fOverheatTemperatureModifierLauncher;
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iFloatModifier[1] = GetSingleShotTemperature( gpItemDescObject ) - iFloatModifier[0];
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iFloatModifier[2] = GetSingleShotTemperature( gpItemDescObject );
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@@ -11614,7 +11622,9 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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iFloatModifier[0] = Item[gpItemDescObject->usItem].usOverheatingCooldownFactor;
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if ( Item[gpItemDescObject->usItem].usItemClass & IC_GUN )
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iFloatModifier[0] *= gItemSettings.fOverheatCooldownModifier[ Weapon[gpItemDescObject->usItem].ubWeaponType ];
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iFloatModifier[0] *= gItemSettings.fOverheatCooldownModifierGun[ Weapon[gpItemDescObject->usItem].ubWeaponType ];
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else if ( Item[gpItemDescObject->usItem].usItemClass & IC_LAUNCHER )
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iFloatModifier[0] *= gItemSettings.fOverheatCooldownModifierLauncher;
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iFloatModifier[1] = GetItemCooldownFactor(gpItemDescObject) - iFloatModifier[0];
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iFloatModifier[2] = GetItemCooldownFactor(gpItemDescObject);
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@@ -11669,7 +11679,9 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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iFloatModifier[0] = Weapon[ gpItemDescObject->usItem ].usOverheatingJamThreshold;
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if ( Item[gpItemDescObject->usItem].usItemClass & IC_GUN )
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iFloatModifier[0] *= gItemSettings.fOverheatJamThresholdModifier[ Weapon[gpItemDescObject->usItem].ubWeaponType ];
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iFloatModifier[0] *= gItemSettings.fOverheatJamThresholdModifierGun[ Weapon[gpItemDescObject->usItem].ubWeaponType ];
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else if ( Item[gpItemDescObject->usItem].usItemClass & IC_LAUNCHER )
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iFloatModifier[0] *= gItemSettings.fOverheatJamThresholdModifierLauncher;
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iFloatModifier[1] = GetOverheatJamThreshold(gpItemDescObject) - iFloatModifier[0];
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iFloatModifier[2] = GetOverheatJamThreshold(gpItemDescObject);
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@@ -11724,7 +11736,9 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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iFloatModifier[0] = Weapon[ gpItemDescObject->usItem ].usOverheatingDamageThreshold;
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if ( Item[gpItemDescObject->usItem].usItemClass & IC_GUN )
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iFloatModifier[0] *= gItemSettings.fOverheatDamageThresholdModifier[ Weapon[gpItemDescObject->usItem].ubWeaponType ];
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iFloatModifier[0] *= gItemSettings.fOverheatDamageThresholdModifierGun[ Weapon[gpItemDescObject->usItem].ubWeaponType ];
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else if ( Item[gpItemDescObject->usItem].usItemClass & IC_LAUNCHER )
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iFloatModifier[0] *= gItemSettings.fOverheatDamageThresholdModifierLauncher;
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iFloatModifier[1] = GetOverheatDamageThreshold(gpItemDescObject) - iFloatModifier[0];
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iFloatModifier[2] = GetOverheatDamageThreshold(gpItemDescObject);
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+7
-6
@@ -13876,11 +13876,10 @@ UINT16 GetModifiedGunRange(UINT16 usWeaponIndex)
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}
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// Only apply range modifier on "real" guns!
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if (Item[Weapon[usWeaponIndex].uiIndex].usItemClass == IC_GUN ||
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Item[Weapon[usWeaponIndex].uiIndex].usItemClass == IC_LAUNCHER)
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{
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ubRange = (INT16)(( ubRange * gGameExternalOptions.iGunRangeModifier ) / 100);
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}
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if (Item[Weapon[usWeaponIndex].uiIndex].usItemClass == IC_GUN )
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ubRange = (INT16)((FLOAT)( ubRange * gGameExternalOptions.iGunRangeModifier ) / 100 * gItemSettings.fRangeModifierGun[ Weapon[usWeaponIndex].ubWeaponType ] );
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else if (Item[Weapon[usWeaponIndex].uiIndex].usItemClass == IC_LAUNCHER )
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ubRange = (INT16)((FLOAT)( ubRange * gGameExternalOptions.iGunRangeModifier ) / 100 * gItemSettings.fRangeModifierLauncher );
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return (UINT16)ubRange;
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}
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@@ -14098,7 +14097,9 @@ FLOAT GetItemCooldownFactor( OBJECTTYPE * pObj )
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{
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FLOAT cooldownfactor = Item[pObj->usItem].usOverheatingCooldownFactor; // ... get item-specific cooldown factor ...
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if ( Item[pObj->usItem].usItemClass & IC_GUN )
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cooldownfactor *= gItemSettings.fOverheatCooldownModifier[ Weapon[ pObj->usItem ].ubWeaponType ];
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cooldownfactor *= gItemSettings.fOverheatCooldownModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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else if ( Item[pObj->usItem].usItemClass & IC_LAUNCHER )
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cooldownfactor *= gItemSettings.fOverheatCooldownModifierLauncher;
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FLOAT modificator = 1.0f + GetItemCooldownModificator( pObj );
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@@ -8026,7 +8026,7 @@ void SOLDIERTYPE::TurnSoldier( void )
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}
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}
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if(this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB)//dnl ch73 290913
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if(this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB)//dnl ch73 290913
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{
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this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF;
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}
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@@ -11766,7 +11766,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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this->EVENT_SetSoldierDesiredDirection(ubDirection);
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this->EVENT_SetSoldierDirection(ubDirection);
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if(this->flags.bTurningFromPronePosition)
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this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB;
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this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB;
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usForceAnimState = INVALID_ANIMATION;
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// CHANGE TO ANIMATION
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@@ -11987,7 +11987,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
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this->EVENT_SetSoldierDesiredDirection(ubDirection);
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this->EVENT_SetSoldierDirection(ubDirection);
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if(this->flags.bTurningFromPronePosition)
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this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB;
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this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB;
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usForceAnimState = INVALID_ANIMATION;
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}
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@@ -200,7 +200,7 @@ INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber );
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#define TURNING_FROM_PRONE_ON 1
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#define TURNING_FROM_PRONE_START_UP_FROM_MOVE 2
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#define TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE 3
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#define TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB 4//dnl ch73 290913
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#define TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB 4//dnl ch73 290913
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//ENUMERATIONS FOR ACTIONS
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enum
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+15
-5
@@ -1458,7 +1458,9 @@ FLOAT GetGunOverheatDamagePercentage( FLOAT usTemperature, UINT16 usIndx )
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FLOAT damagethreshold = Weapon[Item[ usIndx ].ubClassIndex].usOverheatingDamageThreshold;
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if ( Item[usIndx].usItemClass & IC_GUN )
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damagethreshold *= gItemSettings.fOverheatDamageThresholdModifier[Weapon[Item[ usIndx ].uiIndex].ubWeaponType];
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damagethreshold *= gItemSettings.fOverheatDamageThresholdModifierGun[Weapon[Item[ usIndx ].uiIndex].ubWeaponType];
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else if ( Item[usIndx].usItemClass & IC_LAUNCHER )
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damagethreshold *= gItemSettings.fOverheatDamageThresholdModifierLauncher;
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return usTemperature/ damagethreshold ;
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}
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@@ -1469,7 +1471,9 @@ FLOAT GetGunOverheatJamPercentage( FLOAT usTemperature, UINT16 usIndx )
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FLOAT jamthreshold = Weapon[Item[ usIndx ].ubClassIndex].usOverheatingJamThreshold;
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if ( Item[usIndx].usItemClass & IC_GUN )
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jamthreshold *= gItemSettings.fOverheatJamThresholdModifier[Weapon[Item[ usIndx ].uiIndex].ubWeaponType];
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jamthreshold *= gItemSettings.fOverheatJamThresholdModifierGun[Weapon[Item[ usIndx ].uiIndex].ubWeaponType];
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else if ( Item[usIndx].usItemClass & IC_LAUNCHER )
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jamthreshold *= gItemSettings.fOverheatJamThresholdModifierLauncher;
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return usTemperature/ jamthreshold ;
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}
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@@ -12078,7 +12082,9 @@ FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj )
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singleshottemperature = Weapon[ pObj->usItem ].usOverheatingSingleShotTemperature;
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if ( Item[pObj->usItem].usItemClass & IC_GUN )
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singleshottemperature *= gItemSettings.fOverheatTemperatureModifier[ Weapon[ pObj->usItem ].ubWeaponType ];
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singleshottemperature *= gItemSettings.fOverheatTemperatureModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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else if ( Item[pObj->usItem].usItemClass & IC_LAUNCHER )
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singleshottemperature *= gItemSettings.fOverheatTemperatureModifierLauncher;
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// determine modificator according to attachments
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FLOAT modificator = 1.0f + GetTemperatureModifier(pObj);
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@@ -12147,7 +12153,9 @@ FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj )
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jamthreshold = Weapon[ pObj->usItem ].usOverheatingJamThreshold;
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if ( Item[pObj->usItem].usItemClass & IC_GUN )
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jamthreshold *= gItemSettings.fOverheatJamThresholdModifier[ Weapon[ pObj->usItem ].ubWeaponType ];
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jamthreshold *= gItemSettings.fOverheatJamThresholdModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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else if ( Item[pObj->usItem].usItemClass & IC_LAUNCHER )
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jamthreshold *= gItemSettings.fOverheatJamThresholdModifierLauncher;
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// determine modificator according to attachments
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FLOAT modificator = 1.0f + GetOverheatJamThresholdModifier(pObj);
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@@ -12184,7 +12192,9 @@ FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj )
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damagethreshold = Weapon[ pObj->usItem ].usOverheatingDamageThreshold;
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if ( Item[pObj->usItem].usItemClass & IC_GUN )
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||||
damagethreshold *= gItemSettings.fOverheatDamageThresholdModifier[ Weapon[ pObj->usItem ].ubWeaponType ];
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damagethreshold *= gItemSettings.fOverheatDamageThresholdModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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else if ( Item[pObj->usItem].usItemClass & IC_LAUNCHER )
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damagethreshold *= gItemSettings.fOverheatDamageThresholdModifierLauncher;
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// determine modificator according to attachments
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FLOAT modificator = 1.0f + GetOverheatDamageThresholdModifier(pObj);
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Reference in New Issue
Block a user