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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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@@ -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
-17
@@ -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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