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repair and dirt system change:
Dirt is now part of gun status. The original dirt system has been removed. For details see: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20198&goto=347370&#msg_347370 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -12078,9 +12078,6 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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{
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if ( gGameExternalOptions.fAdvRepairSystem )
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sThreshold = (*pObject)[subObject]->data.sRepairThreshold;
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if ( gGameExternalOptions.fDirtSystem )
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bDirt = 100 * (*pObject)[subObject]->data.bDirtLevel / OVERHEATING_MAX_TEMPERATURE;
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}
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switch( Item[ usItem ].usItemClass )
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@@ -12155,36 +12152,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItem ].nAccuracy:Weapon[ usItem ].bAccuracy);
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accuracy = (INT8)(accuracy * accuracyheatmultiplicator);
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if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fDirtSystem && ( sThreshold < 100 || bDirt > 0 ) )
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{
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#ifdef CHINESE
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swprintf( pStr, ChineseSpecString8,
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#else
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swprintf( pStr, L"%s (%s) [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
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#endif
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ItemNames[ usItem ],
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AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
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sValue,
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sThreshold,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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accuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString(), //Weight units
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gWeaponStatsDesc[ 18 ], //Dirt String
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bDirt //Dirt
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);
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}
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else if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
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if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
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{
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#ifdef CHINESE
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swprintf( pStr, ChineseSpecString11,
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@@ -12211,34 +12179,6 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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GetWeightUnitString() //Weight units
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);
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}
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else if ( gGameExternalOptions.fDirtSystem && bDirt > 0 )
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{
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#ifdef CHINESE
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swprintf( pStr, ChineseSpecString12,
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#else
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swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
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#endif
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ItemNames[ usItem ],
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AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
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sValue,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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accuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString(), //Weight units
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gWeaponStatsDesc[ 18 ], //Dirt String
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bDirt //Dirt
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);
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}
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else
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{
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#ifdef CHINESE
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@@ -12311,35 +12251,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItem ].nAccuracy:Weapon[ usItem ].bAccuracy);
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accuracy = (INT8)(accuracy * accuracyheatmultiplicator);
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if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fDirtSystem && ( sThreshold < 100 || bDirt > 0 ) )
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{
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#ifdef CHINESE
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swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n %s %.2f%%",
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#else
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swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
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#endif
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ItemNames[ usItem ],
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sValue,
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sThreshold,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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accuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString(), //Weight units
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gWeaponStatsDesc[ 18 ], //Dirt String
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bDirt //Dirt
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);
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}
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else if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
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if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 )
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{
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#ifdef CHINESE
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swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
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@@ -12365,33 +12277,6 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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GetWeightUnitString() //Weight units
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);
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}
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else if ( gGameExternalOptions.fDirtSystem && bDirt > 0 )
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{
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#ifdef CHINESE
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swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n %s %.2f%%",
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#else
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swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%",
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#endif
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ItemNames[ usItem ],
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sValue,
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gWeaponStatsDesc[ 9 ], //Accuracy String
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accuracy,
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gWeaponStatsDesc[ 11 ], //Damage String
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GetDamage(pObject),
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gWeaponStatsDesc[ 10 ], //Range String
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range
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gWeaponStatsDesc[ 6 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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GetWeightUnitString(), //Weight units
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gWeaponStatsDesc[ 18 ], //Dirt String
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bDirt //Dirt
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);
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}
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else
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{
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#ifdef CHINESE
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