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When displaying a merc's maximum assignment points, factor in backgrounds values.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8050 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+18
-52
@@ -2723,7 +2723,11 @@ UINT16 CalculateHealingPointsForDoctor(SOLDIERTYPE *pDoctor, UINT16 *pusMaxPts,
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// calculate normal doctoring rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
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// and equipment was not a hindrance
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*pusMaxPts = ( pDoctor->stats.bMedical * (( pDoctor->stats.bDexterity + pDoctor->stats.bWisdom ) / 2 ) * (100 + ( 5 * pDoctor->stats.bExpLevel) ) ) / gGameExternalOptions.ubDoctoringRateDivisor;
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INT16 dexterity = (pDoctor->stats.bDexterity * (100 + pDoctor->GetBackgroundValue( BG_DEXTERITY ))) / 100;
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INT16 medical = (pDoctor->stats.bMedical * (100 + pDoctor->GetBackgroundValue( BG_MEDICAL ))) / 100;
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INT16 wisdom = (pDoctor->stats.bWisdom * (100 + pDoctor->GetBackgroundValue( BG_WISDOM ))) / 100;
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*pusMaxPts = (medical * ((dexterity + wisdom) / 2) * (100 + (5 * pDoctor->stats.bExpLevel))) / gGameExternalOptions.ubDoctoringRateDivisor;
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*pusMaxPts = __max(0,*pusMaxPts);
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// SANDRO - New Doctor Trait
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@@ -2820,7 +2824,9 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
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// calculate normal repair rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
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// and equipment was not a hindrance
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*pusMaxPts = ( pSoldier->stats.bMechanical * pSoldier->stats.bDexterity * (100 + ( 5 * pSoldier->stats.bExpLevel) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay );
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INT16 mechanical = (pSoldier->stats.bMechanical * (100 + pSoldier->GetBackgroundValue( BG_MECHANICAL ))) / 100;
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INT16 dexterity = (pSoldier->stats.bDexterity * (100 + pSoldier->GetBackgroundValue( BG_DEXTERITY ))) / 100;
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*pusMaxPts = (mechanical * dexterity * (100 + (5 * pSoldier->stats.bExpLevel))) / (gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay);
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// SANDRO - Technician trait gives a good bonus to repair items
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if ( gGameOptions.fNewTraitSystem )
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@@ -2956,14 +2962,11 @@ UINT32 CalculateInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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}
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// Flugente: calculate prison guard value
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UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier )
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{
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// this is not an assignment. Simply being in the sector will allow us to be counted as guards
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UINT32 usValue = 0;
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// for max points we display the maximum amount of prisoners instead
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*pusMaxPts = 0;
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if ( pSoldier->flags.fMercAsleep )
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return 0;
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@@ -2991,14 +2994,11 @@ UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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return( usValue );
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}
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UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
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{
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// this is an assignment
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UINT32 usValue = 0;
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// for max points we display the maximum amount of prisoners instead
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*pusMaxPts = 0;
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if ( pSoldier->flags.fMercAsleep )
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return 0;
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@@ -3043,8 +3043,7 @@ UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
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{
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if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && !pSoldier->flags.fMercAsleep )
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{
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UINT16 tmp;
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prisonguardvalue += CalculatePrisonGuardValue(pSoldier, &tmp );
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prisonguardvalue += CalculatePrisonGuardValue(pSoldier );
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}
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}
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@@ -3067,8 +3066,7 @@ UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ
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{
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if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && pSoldier->flags.fMercAsleep == FALSE )
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{
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UINT16 tmp;
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prisonguardvalue += CalculateSnitchGuardValue(pSoldier, &tmp );
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prisonguardvalue += CalculateSnitchGuardValue(pSoldier );
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}
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}
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@@ -3174,41 +3172,6 @@ UINT32 CalculateSnitchInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPt
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return( usInterrogationPoints );
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}
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// anv: totally not a copy of CalculatePrisonGuardValue
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UINT32 CalculateSnitchPrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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{
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UINT32 usValue = 0;
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// for max points we display the maximum amount of prisoners instead
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*pusMaxPts = 0;
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if ( pSoldier->flags.fMercAsleep )
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return 0;
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if ( !CanCharacterSnitchInPrison(pSoldier) )
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return 0;
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usValue = ( 15 * EffectiveExpLevel( pSoldier ) + 2 * EffectiveLeadership( pSoldier ) + EffectiveWisdom( pSoldier ) );
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// no bonuses for snitch trait, as merc has to have it to take this assignment anyway
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if (gGameOptions.fNewTraitSystem)
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{
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usValue += 25 * NUM_SKILL_TRAITS( pSoldier, COVERT_NT ) + 10 * HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT );
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}
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else
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{
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usValue += 10 * HAS_SKILL_TRAIT( pSoldier, STEALTHY_OT );
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}
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usValue = (UINT32)(gSkillTraitValues.fSNTPrisonSnitchGuardStrengthMultiplier * usValue);
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// adjust for fatigue
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ReducePointsForFatigue( pSoldier, &usValue );
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// return current repair pts
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return( usValue );
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}
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// Flugente: Determine the best cth with SAMs in a sector, and which merc has that cth if present
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FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT16 *pubID )
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{
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@@ -7418,7 +7381,10 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
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// UINT8 ubTownId = 0;
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// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
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*pusMaxPts = ( pTrainer->stats.bWisdom + pTrainer->stats.bLeadership + ( 10 * pTrainer->stats.bExpLevel ) ) * gGameExternalOptions.ubTownMilitiaTrainingRate;
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INT16 wisdom = (pTrainer->stats.bWisdom * (100 + pTrainer->GetBackgroundValue( BG_WISDOM ))) / 100;
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INT16 leadership = (pTrainer->stats.bLeadership * (100 + pTrainer->GetBackgroundValue( BG_LEADERSHIP ))) / 100;
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*pusMaxPts = (wisdom + leadership + (10 * pTrainer->stats.bExpLevel)) * gGameExternalOptions.ubTownMilitiaTrainingRate;
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// calculate effective training points (this is hundredths of pts / hour)
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// typical: 300/hr, maximum: 600/hr
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@@ -256,7 +256,7 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
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// Flugente: calculate interrogation and prison guard values
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UINT32 CalculateInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts );
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UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts );
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UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier );
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UINT32 CalculateSnitchInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts );
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@@ -22,6 +22,7 @@
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#include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinions()
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#include "Drugs And Alcohol.h" // added by Flugente for HourlyDrugUpdate()
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#include "Interface.h" // added by Flugente
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#include "SkillCheck.h" // added by Flugente
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#endif
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#include "Luaglobal.h"
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@@ -49,6 +49,7 @@
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#include "message.h"
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#include "CampaignStats.h" // added by Flugente
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#include "militiasquads.h" // added by Flugente
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#include "SkillCheck.h" // added by Flugente
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#endif
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#ifdef JA2UB
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@@ -65,6 +65,7 @@
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// sevenfm: needed for _KeyDown(SHIFT)
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#include "english.h"
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#include "DisplayCover.h"
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#include "SkillCheck.h" // added by Flugente
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#endif
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#include "InterfaceItemImages.h"
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@@ -54,6 +54,7 @@
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#include "Soldier Functions.h" // added by Flugente for DoesSoldierWearGasMask(...)
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#include "CampaignStats.h" // added by Flugente
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#include "AIInternals.h"//dnl ch61 180813
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#include "SkillCheck.h" // added by Flugente
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#include "GameInitOptionsScreen.h"
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@@ -245,13 +245,4 @@ void CalcRecoilOffset( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuz
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// HEADROCK HAM 5: New function, completely replaces the Counter Force Frequency check.
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FLOAT CalcCounterForceChange( SOLDIERTYPE * pShooter, UINT32 uiCounterForceAccuracy, FLOAT dCounterForceMax, FLOAT dMuzzleOffset, FLOAT bRecoil, FLOAT dPrevCounterForce, UINT32 uiIntendedBullets );
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// HEADROCK HAM 4: Required for shooting mechanic
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extern INT8 EffectiveMarksmanship( SOLDIERTYPE * pSoldier );
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extern INT16 EffectiveWisdom( SOLDIERTYPE * pSoldier );
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extern INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier );
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extern INT16 EffectiveDexterity( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
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extern INT16 EffectiveStrength( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
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extern INT16 EffectiveAgility( SOLDIERTYPE * pSoldier, BOOLEAN fTrainer );
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extern INT8 EffectiveLeadership( SOLDIERTYPE * pSoldier ); // anv: and passed to Hourly Update.cpp apparently, so added this one too
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#endif
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+14
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@@ -1,27 +1,24 @@
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#ifndef __SKILL_CHECK_H
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#define __SKILL_CHECK_H
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#include "types.h"
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#include "Soldier Control.h"
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extern void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
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extern INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
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extern INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
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extern INT16 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
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extern INT16 EffectiveStrength( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
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extern INT16 EffectiveWisdom( SOLDIERTYPE *pSoldier );
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extern INT16 EffectiveAgility( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
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extern INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
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extern INT16 EffectiveDexterity( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
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extern INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
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extern INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
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void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT32 *pusPoints );
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INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill );
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INT32 SkillCheck( SOLDIERTYPE *pSoldier, INT8 bReason, INT8 bDifficulty );
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INT16 CalcTrapDetectLevel( SOLDIERTYPE *pSoldier, BOOLEAN fExamining );
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INT16 EffectiveStrength( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
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INT16 EffectiveWisdom( SOLDIERTYPE *pSoldier );
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INT16 EffectiveAgility( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
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INT8 EffectiveMechanical( SOLDIERTYPE *pSoldier );
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INT8 EffectiveExplosive( SOLDIERTYPE *pSoldier );
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INT8 EffectiveLeadership( SOLDIERTYPE *pSoldier );
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INT8 EffectiveMarksmanship( SOLDIERTYPE *pSoldier );
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INT16 EffectiveDexterity( SOLDIERTYPE *pSoldier, BOOLEAN fTrainer );
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INT8 EffectiveExpLevel( SOLDIERTYPE *pSoldier );
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INT8 EffectiveMedical( SOLDIERTYPE *pSoldier );
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enum SkillChecks
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{
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