mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- fixed incorrect rounding in several places in the code
- diagonal movement now uses the proper amount of AP and BP git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8634 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -55,8 +55,8 @@
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#endif
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CHAR8 czVersionNumber[16] = { "Build 18.31.10" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 18.03.11" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8633" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8634" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -1204,7 +1204,7 @@ INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID )
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}
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// premium depend on merc's salary, the base insurance rate, and the individual's risk factor at this time
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uiDailyInsurancePremium = (UINT32) (((pProfile->sSalary * INSURANCE_PREMIUM_RATE * flRiskFactor) / 100) + 0.5);
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uiDailyInsurancePremium = (UINT32) (pProfile->sSalary * INSURANCE_PREMIUM_RATE * flRiskFactor / 100.0f + 0.5f);
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// multiply by the insurance contract length
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uiTotalInsurancePremium = uiDailyInsurancePremium * iLength;
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@@ -8986,7 +8986,7 @@ INT8 CalculateMercsAchievementPercentage( INT32 ubProfile )
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// Calculate percentage
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if( ulTotalMercPoints != 0 )
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{
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uiMercPercentage = (UINT32)(((100 * uiMercPoints)/ulTotalMercPoints)+ 0.5);
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uiMercPercentage = (UINT32)(100.0f * (FLOAT)uiMercPoints / (FLOAT)ulTotalMercPoints + 0.5f);
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uiMercPercentage = min( 100, uiMercPercentage );
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@@ -4453,7 +4453,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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}
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else if ((HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT )) && ( gGameOptions.fNewTraitSystem ))
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{
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sAPCost += max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5));
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sAPCost += max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f));
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}
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else
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{
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@@ -8175,13 +8175,13 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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else if( Weapon[ gpItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN && Weapon[gpItemDescObject->usItem].swapClips != 1 )
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost
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* max(0,(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( gpItemDescSoldier, RANGER_NT )
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- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
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- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0f + 0.5f );
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// ambidextrous reload bullets
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else if( Weapon[gpItemDescObject->usItem].swapClips != 1 )
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
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// ambidextrous reload magazines
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else
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
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}
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// Get base Reload Cost
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@@ -8220,13 +8220,13 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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else if( Weapon[ gpComparedItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN && Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost
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* max(0,(100 - gSkillTraitValues.ubRAReloadSpeedShotgunsManual * NUM_SKILL_TRAITS( gpItemDescSoldier, RANGER_NT )
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- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
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- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0f + 0.5f );
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// ambidextrous reload bullets
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else if( Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
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// ambidextrous reload magazines
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else
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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iComparedFinalReloadAPCost = (INT16)( (FLOAT)iComparedFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
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}
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// Get base Reload Cost
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@@ -8272,10 +8272,10 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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- gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT ) ) ) / 100.0 + 0.5f );
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// ambidextrous reload bullets
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else if( Weapon[gpComparedItemDescObject->usItem].swapClips != 1 )
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedLoose * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
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// ambidextrous reload magazines
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else
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) )/100 + 0.5);
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iFinalReloadAPCost = (INT16)( (FLOAT)iFinalReloadAPCost * max( 0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines * NUM_SKILL_TRAITS( gpItemDescSoldier, AMBIDEXTROUS_NT )) ) / 100.0f + 0.5f);
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}
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// Get base Reload Cost
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@@ -4088,7 +4088,7 @@ BOOLEAN ChangeZipperStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus)
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sAPCost = (newStatus) ? APBPConstants[AP_CLOSE_ZIPPER] : APBPConstants[AP_OPEN_ZIPPER];
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// SANDRO - ambidextrous bonus to handle things faster
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
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sAPCost = (INT16)((sAPCost * (100 - gSkillTraitValues.ubAMWorkBackpackAPsReduction) / 100) + 0.5);
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sAPCost = (INT16)(sAPCost * (100 - gSkillTraitValues.ubAMWorkBackpackAPsReduction) / 100.0f + 0.5f);
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//Are we currently in combat?
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if(gTacticalStatus.uiFlags & INCOMBAT)
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@@ -6439,10 +6439,10 @@ void NCTHImprovedAPColor( SOLDIERTYPE* pSoldier, OBJECTTYPE* pWeapon )
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{
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// Sniper trait makes chambering a round faster
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if (( Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
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sModifiedReloadAP = (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5);
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sModifiedReloadAP = (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f);
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// Ranger trait makes pumping shotguns faster
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else if (( Weapon[Item[pWeapon->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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sModifiedReloadAP = (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5);
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sModifiedReloadAP = (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f);
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}
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}
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INT16 sPointsToShoot = CalcTotalAPsToAttack( pSoldier, gCTHDisplay.iTargetGridNo, 0, pSoldier->aiData.bShownAimTime ) + sModifiedReloadAP;
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+2
-2
@@ -2271,7 +2271,7 @@ UINT8 AttachmentAPCost( UINT16 usAttachment, UINT16 usItem, SOLDIERTYPE * pSoldi
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{
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
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{
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ubAPCost = (UINT8)((ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100) + 0.5);
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ubAPCost = (UINT8)(ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100.0f + 0.5f);
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}
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}
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@@ -2290,7 +2290,7 @@ UINT8 AttachmentAPCost( UINT16 usAttachment, OBJECTTYPE * pObj, SOLDIERTYPE * pS
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{
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
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{
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ubAPCost = (UINT8)((ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100) + 0.5);
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ubAPCost = (UINT8)(ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100.0f + 0.5f);
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}
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}
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@@ -10997,21 +10997,21 @@ INT8 CalcEffectiveShockLevel( SOLDIERTYPE * pSoldier )
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// Squadleader's resistance to cowering
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if ( HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT ))
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{
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bShockForCower = (INT8)((bShockForCower * (100 - gSkillTraitValues.ubSLFearResistance * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) /100) + 0.5);
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bShockForCower = (INT8)(bShockForCower * (100 - gSkillTraitValues.ubSLFearResistance * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) / 100.0f + 0.5f);
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}
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// Check for character traits
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
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{
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bShockForCower = (INT8)((bShockForCower * 23 / 20 ) + 0.5); // +15% as shock
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bShockForCower = (INT8)(bShockForCower * 23.0f / 20.0f + 0.5f); // +15% as shock
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}
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else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_DAUNTLESS ) )
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{
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bShockForCower = (INT8)((bShockForCower * 17 / 20 ) + 0.5); // -15% as shock
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bShockForCower = (INT8)(bShockForCower * 17.0f / 20.0f + 0.5f); // -15% as shock
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}
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// Flugente: personal fear resistance
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bShockForCower = (INT8)((bShockForCower * (100 - pSoldier->GetFearResistanceBonus()) / 100 ) + 0.5);
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bShockForCower = (INT8)(bShockForCower * (100 - pSoldier->GetFearResistanceBonus()) / 100.0f + 0.5f);
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}
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return bShockForCower;
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+203
-205
@@ -3629,7 +3629,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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// SANDRO - STOMP traits - Athletics trait decreases movement cost
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( s, ATHLETICS_NT ))
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{
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ubAPCost = max(1, (INT16)((ubAPCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
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ubAPCost = max(1, (INT16)(ubAPCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
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}
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// Moa: scuba fins and swimming background
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@@ -4441,31 +4441,30 @@ void ErasePath(char bEraseOldOne)
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INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget)
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{
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INT16 sTileCost,sPoints=0,sAnimCost=0;
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INT16 sTileCost,sPoints=0,sAnimCost=0;
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INT16 sPointsWalk=0,sPointsCrawl=0,sPointsRun=0,sPointsSwat=0;
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INT16 sExtraCostStand,sExtraCostSwat,sExtraCostCrawl;
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INT16 sMovementAPsCost = 0; // added by SANDRO
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INT32 iLastGrid, sTempGrid;
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FLOAT sMovementAPsCost = 0; // added by SANDRO
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INT32 iLastGrid, sTempGrid;
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INT32 iCnt;
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INT32 sOldGrid=0;
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INT32 sOldGrid=0;
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INT16 sFootOrderIndex;
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INT16 sSwitchValue;
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INT16 sFootOrder[5] = { GREENSTEPSTART, PURPLESTEPSTART, BLUESTEPSTART,
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ORANGESTEPSTART, REDSTEPSTART };
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UINT16 usTileIndex;
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UINT16 usTileNum;
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LEVELNODE *pNode;
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INT16 sFootOrder[5] = { GREENSTEPSTART, PURPLESTEPSTART, BLUESTEPSTART, ORANGESTEPSTART, REDSTEPSTART };
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UINT16 usTileIndex;
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UINT16 usTileNum;
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LEVELNODE *pNode;
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UINT16 usMovementModeToUseForAPs;
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BOOLEAN bIgnoreNextCost = FALSE;
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INT32 sTestGridNo;
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INT32 sTestGridNo;
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if ( bPlot && gusPathShown )
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{
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ErasePath(FALSE);
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}
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gusAPtsToMove = 0;
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sTempGrid = pSold->sGridNo;
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gusAPtsToMove = 0;
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sTempGrid = pSold->sGridNo;
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sFootOrderIndex = 0;
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@@ -4528,14 +4527,10 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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// sAnimCost = APBPConstants[AP_CROUCH];
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// break;
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}
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*/
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sPoints = sPoints + sAnimCost;
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gusAPtsToMove = gusAPtsToMove + sAnimCost;
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gusAPtsToMove = gusAPtsToMove + sAnimCost;*/
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if (bStayOn)
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{
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@@ -4580,68 +4575,21 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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sTileCost = TerrainActionPoints( pSold, sTempGrid, (INT8)guiPathingData[iCnt], pSold->pathing.bLevel );
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if ( bIgnoreNextCost )
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{
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bIgnoreNextCost = FALSE;
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}
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else
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{
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// ATE: If we have a 'special cost, like jump fence...
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if ( sSwitchValue == TRAVELCOST_FENCE )
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if ( bIgnoreNextCost )
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{
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sPoints = sPoints + sTileCost;
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bIgnoreNextCost = TRUE;
|
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// If we are changeing stance ( either before or after getting there....
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// We need to reflect that...
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switch( usMovementModeToUseForAPs )
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{
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case RUNNING:
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case WALKING :
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case WALKING_WEAPON_RDY:
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case WALKING_DUAL_RDY:
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case WALKING_ALTERNATIVE_RDY :
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// Add here cost to go from crouch to stand AFTER fence hop....
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// Since it's AFTER.. make sure we will be moving after jump...
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if ( ( iCnt + 2 ) < iLastGrid )
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{
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sExtraCostStand += GetAPsCrouch(pSold, TRUE);
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|
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// ATE: if running, charge extra point to srart again
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if ( usMovementModeToUseForAPs== RUNNING )
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{
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sExtraCostStand++;
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}
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sPoints = sPoints + sExtraCostStand;
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}
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break;
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|
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case SWATTING:
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case CROUCHEDMOVE_RIFLE_READY:
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case CROUCHEDMOVE_PISTOL_READY:
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case CROUCHEDMOVE_DUAL_READY:
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// Add cost to stand once there BEFORE....
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sExtraCostSwat += GetAPsCrouch(pSold, TRUE);
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sPoints = sPoints + sExtraCostSwat;
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||||
break;
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||||
|
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case CRAWLING:
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// Can't do it here.....
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||||
break;
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||||
|
||||
}
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bIgnoreNextCost = FALSE;
|
||||
}
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else if (sTileCost > 0)
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else
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||||
{
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// else, movement is adjusted based on mode...
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if (sSwitchValue == TRAVELCOST_NOT_STANDING)
|
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// ATE: If we have a 'special cost, like jump fence...
|
||||
if ( sSwitchValue == TRAVELCOST_FENCE )
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||||
{
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||||
sPoints = sPoints + sTileCost;
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||||
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||||
bIgnoreNextCost = TRUE;
|
||||
|
||||
// If we are changeing stance ( either before or after getting there....
|
||||
// We need to reflect that...
|
||||
switch( usMovementModeToUseForAPs )
|
||||
{
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||||
case RUNNING:
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||||
@@ -4649,148 +4597,198 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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||||
case WALKING_WEAPON_RDY:
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||||
case WALKING_DUAL_RDY:
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||||
case WALKING_ALTERNATIVE_RDY :
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||||
// charge crouch APs for ducking head!
|
||||
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
|
||||
|
||||
// Add here cost to go from crouch to stand AFTER fence hop....
|
||||
// Since it's AFTER.. make sure we will be moving after jump...
|
||||
if ( ( iCnt + 2 ) < iLastGrid )
|
||||
{
|
||||
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
|
||||
|
||||
// ATE: if running, charge extra point to srart again
|
||||
if ( usMovementModeToUseForAPs== RUNNING )
|
||||
{
|
||||
sExtraCostStand++;
|
||||
}
|
||||
|
||||
sPoints = sPoints + sExtraCostStand;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
case SWATTING:
|
||||
case CROUCHEDMOVE_RIFLE_READY:
|
||||
case CROUCHEDMOVE_PISTOL_READY:
|
||||
case CROUCHEDMOVE_DUAL_READY:
|
||||
|
||||
// Add cost to stand once there BEFORE....
|
||||
sExtraCostSwat += GetAPsCrouch(pSold, TRUE);
|
||||
sPoints = sPoints + sExtraCostSwat;
|
||||
break;
|
||||
|
||||
case CRAWLING:
|
||||
|
||||
// Can't do it here.....
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// so, then we must modify it for other movement styles and accumulate
|
||||
// CHRISL: Force display path to calculate AP cost differently if we're wearing a backpack
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// SANDRO - This part have been modified "a bit" (see also "TerrainActionPoints" in "points.cpp")
|
||||
// Check movement modifiers
|
||||
switch( usMovementModeToUseForAPs )
|
||||
else if (sTileCost > 0)
|
||||
{
|
||||
case RUNNING:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_RUN];
|
||||
break;
|
||||
case WALKING:
|
||||
if ( 0 && !(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
|
||||
// else, movement is adjusted based on mode...
|
||||
|
||||
if (sSwitchValue == TRAVELCOST_NOT_STANDING)
|
||||
{
|
||||
switch( usMovementModeToUseForAPs )
|
||||
{
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
|
||||
case RUNNING:
|
||||
case WALKING :
|
||||
case WALKING_WEAPON_RDY:
|
||||
case WALKING_DUAL_RDY:
|
||||
case WALKING_ALTERNATIVE_RDY :
|
||||
// charge crouch APs for ducking head!
|
||||
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// so, then we must modify it for other movement styles and accumulate
|
||||
// CHRISL: Force display path to calculate AP cost differently if we're wearing a backpack
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// SANDRO - This part have been modified "a bit" (see also "TerrainActionPoints" in "points.cpp")
|
||||
// Check movement modifiers
|
||||
switch( usMovementModeToUseForAPs )
|
||||
{
|
||||
case RUNNING:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_RUN];
|
||||
break;
|
||||
case WALKING:
|
||||
if ( 0 && !(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
|
||||
{
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
|
||||
}
|
||||
else
|
||||
{
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
|
||||
}
|
||||
break;
|
||||
case WALKING_ALTERNATIVE_RDY :
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
|
||||
break;
|
||||
case WALKING_WEAPON_RDY:
|
||||
case WALKING_DUAL_RDY:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
|
||||
break;
|
||||
case SWATTING:
|
||||
case SIDE_STEP_CROUCH_RIFLE:
|
||||
case SIDE_STEP_CROUCH_PISTOL:
|
||||
case SIDE_STEP_CROUCH_DUAL:
|
||||
case CROUCHEDMOVE_RIFLE_READY:
|
||||
case CROUCHEDMOVE_PISTOL_READY:
|
||||
case CROUCHEDMOVE_DUAL_READY:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_SWAT];
|
||||
break;
|
||||
case CRAWLING:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_CRAWL];
|
||||
break;
|
||||
default:
|
||||
sMovementAPsCost = sTileCost;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check for reverse mode
|
||||
if ( pSold->bReverse || bReverse )
|
||||
sMovementAPsCost += APBPConstants[AP_REVERSE_MODIFIER];
|
||||
|
||||
// STOMP traits - Athletics trait decreases movement cost
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, ATHLETICS_NT ))
|
||||
{
|
||||
sMovementAPsCost = max(1, (sMovementAPsCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f) );
|
||||
}
|
||||
|
||||
// Moa: scuba fins and swimming background
|
||||
if ( pSold->inv[LEGPOS].exists() && HasItemFlag( pSold->inv[LEGPOS].usItem, SCUBA_FINS ) )
|
||||
{
|
||||
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
|
||||
sMovementAPsCost /= 2;
|
||||
else
|
||||
sMovementAPsCost *= 2;
|
||||
}
|
||||
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
|
||||
sMovementAPsCost = sMovementAPsCost * (100 + pSold->GetBackgroundValue(BG_SWIMMING)) / 100.0f;
|
||||
|
||||
// Check if doors if not player's merc (they have to open them manually)
|
||||
if ( sSwitchValue == TRAVELCOST_DOOR && pSold->bTeam != gbPlayerNum )
|
||||
{
|
||||
sMovementAPsCost += GetAPsToOpenDoor( pSold ) + GetAPsToOpenDoor( pSold ); // Include open and close costs!
|
||||
}
|
||||
// Check for stealth mode
|
||||
if ( pSold->bStealthMode || bStealth )
|
||||
{
|
||||
// STOMP traits - Stealthy trait decreases stealth AP modifier
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, STEALTHY_NT ))
|
||||
{
|
||||
sMovementAPsCost += max(0, (APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f) );
|
||||
}
|
||||
else
|
||||
{
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
|
||||
sMovementAPsCost += APBPConstants[AP_STEALTH_MODIFIER];
|
||||
}
|
||||
break;
|
||||
case WALKING_ALTERNATIVE_RDY :
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
|
||||
break;
|
||||
case WALKING_WEAPON_RDY:
|
||||
case WALKING_DUAL_RDY:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
|
||||
break;
|
||||
case SWATTING:
|
||||
case SIDE_STEP_CROUCH_RIFLE:
|
||||
case SIDE_STEP_CROUCH_PISTOL:
|
||||
case SIDE_STEP_CROUCH_DUAL:
|
||||
case CROUCHEDMOVE_RIFLE_READY:
|
||||
case CROUCHEDMOVE_PISTOL_READY:
|
||||
case CROUCHEDMOVE_DUAL_READY:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_SWAT];
|
||||
break;
|
||||
case CRAWLING:
|
||||
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_CRAWL];
|
||||
break;
|
||||
default:
|
||||
sMovementAPsCost = sTileCost;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check for reverse mode
|
||||
if ( pSold->bReverse || bReverse )
|
||||
sMovementAPsCost += APBPConstants[AP_REVERSE_MODIFIER];
|
||||
|
||||
// STOMP traits - Athletics trait decreases movement cost
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, ATHLETICS_NT ))
|
||||
{
|
||||
sMovementAPsCost = max(1, (INT16)((sMovementAPsCost * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
|
||||
}
|
||||
|
||||
// Moa: scuba fins and swimming background
|
||||
if ( pSold->inv[LEGPOS].exists() && HasItemFlag( pSold->inv[LEGPOS].usItem, SCUBA_FINS ) )
|
||||
{
|
||||
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
|
||||
sMovementAPsCost /= 2;
|
||||
else
|
||||
sMovementAPsCost *= 2;
|
||||
}
|
||||
if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
|
||||
sMovementAPsCost = (sMovementAPsCost * (100 + pSold->GetBackgroundValue(BG_SWIMMING))) / 100;
|
||||
|
||||
// Check if doors if not player's merc (they have to open them manually)
|
||||
if ( sSwitchValue == TRAVELCOST_DOOR && pSold->bTeam != gbPlayerNum )
|
||||
{
|
||||
sMovementAPsCost += GetAPsToOpenDoor( pSold ) + GetAPsToOpenDoor( pSold ); // Include open and close costs!
|
||||
}
|
||||
// Check for stealth mode
|
||||
if ( pSold->bStealthMode || bStealth )
|
||||
{
|
||||
// STOMP traits - Stealthy trait decreases stealth AP modifier
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, STEALTHY_NT ))
|
||||
{
|
||||
sMovementAPsCost += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
|
||||
}
|
||||
else
|
||||
|
||||
// Flugente: riot shields lower movement speed
|
||||
if ( pSold->IsRiotShieldEquipped( ) )
|
||||
{
|
||||
sMovementAPsCost += APBPConstants[AP_STEALTH_MODIFIER];
|
||||
sMovementAPsCost *= gItemSettings.fShieldMovementAPCostModifier;
|
||||
}
|
||||
}
|
||||
|
||||
// Flugente: riot shields lower movement speed
|
||||
if ( pSold->IsRiotShieldEquipped( ) )
|
||||
{
|
||||
sMovementAPsCost *= gItemSettings.fShieldMovementAPCostModifier;
|
||||
}
|
||||
|
||||
// Flugente: dragging someone
|
||||
if ( pSold->IsDraggingSomeone( ) )
|
||||
{
|
||||
sMovementAPsCost *= gItemSettings.fDragAPCostModifier;
|
||||
}
|
||||
|
||||
// Check for backpack
|
||||
//if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
|
||||
// sMovementAPsCost += APBPConstants[AP_MODIFIER_PACK];
|
||||
if ( UsingNewInventorySystem() == true && gGameExternalOptions.fBackPackWeightLowersAP )
|
||||
{
|
||||
INT8 bSlot= FindBackpackOnSoldier( pSold );
|
||||
if ( bSlot != ITEM_NOT_FOUND )
|
||||
// Flugente: dragging someone
|
||||
if ( pSold->IsDraggingSomeone( ) )
|
||||
{
|
||||
UINT16 usBPPenalty = APBPConstants[AP_MODIFIER_PACK];
|
||||
if ( bSlot == BPACKPOCKPOS ) //Backpack caried on back
|
||||
sMovementAPsCost *= gItemSettings.fDragAPCostModifier;
|
||||
}
|
||||
|
||||
// Check for backpack
|
||||
//if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( pSold ) != ITEM_NOT_FOUND )
|
||||
// sMovementAPsCost += APBPConstants[AP_MODIFIER_PACK];
|
||||
if ( UsingNewInventorySystem() == true && gGameExternalOptions.fBackPackWeightLowersAP )
|
||||
{
|
||||
INT8 bSlot= FindBackpackOnSoldier( pSold );
|
||||
if ( bSlot != ITEM_NOT_FOUND )
|
||||
{
|
||||
OBJECTTYPE * pObj = &( pSold->inv[ BPACKPOCKPOS ] );
|
||||
UINT16 usBackPackWeight = CalculateObjectWeight( pObj );
|
||||
// CalculateObjectWeight checks for active LBE gear. Unfortunatly our backpack is not active since we are carying it.
|
||||
// Sounds not intuitive at all, active means the LBE caries items (marked with blue *), but when put on the LBE adittional slots of our soldier
|
||||
// are activated where something can be carried. So we have to add the weights of those slots as well.
|
||||
std::vector<INT8> vbLBESlots;
|
||||
GetLBESlots( BPACKPOCKPOS, vbLBESlots );
|
||||
for ( UINT8 i = 0; i < vbLBESlots.size() ; i++ )
|
||||
UINT16 usBPPenalty = APBPConstants[AP_MODIFIER_PACK];
|
||||
if ( bSlot == BPACKPOCKPOS ) //Backpack caried on back
|
||||
{
|
||||
pObj = &( pSold->inv[ vbLBESlots[ i ] ] );
|
||||
usBackPackWeight += CalculateObjectWeight( pObj );
|
||||
OBJECTTYPE * pObj = &( pSold->inv[ BPACKPOCKPOS ] );
|
||||
UINT16 usBackPackWeight = CalculateObjectWeight( pObj );
|
||||
// CalculateObjectWeight checks for active LBE gear. Unfortunatly our backpack is not active since we are carying it.
|
||||
// Sounds not intuitive at all, active means the LBE caries items (marked with blue *), but when put on the LBE adittional slots of our soldier
|
||||
// are activated where something can be carried. So we have to add the weights of those slots as well.
|
||||
std::vector<INT8> vbLBESlots;
|
||||
GetLBESlots( BPACKPOCKPOS, vbLBESlots );
|
||||
for ( UINT8 i = 0; i < vbLBESlots.size() ; i++ )
|
||||
{
|
||||
pObj = &( pSold->inv[ vbLBESlots[ i ] ] );
|
||||
usBackPackWeight += CalculateObjectWeight( pObj );
|
||||
}
|
||||
usBPPenalty = min( ( usBackPackWeight / 50 ), usBPPenalty ); //1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
|
||||
}
|
||||
usBPPenalty = min( ( usBackPackWeight / 50 ), usBPPenalty ); //1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
|
||||
else //Backpack caried not on back (maybe somewhere inside another LBE or in Hand?)
|
||||
{
|
||||
//apply full penalty
|
||||
}
|
||||
sMovementAPsCost += usBPPenalty;
|
||||
}
|
||||
else //Backpack caried not on back (maybe somewhere inside another LBE or in Hand?)
|
||||
{
|
||||
//apply full penalty
|
||||
}
|
||||
sMovementAPsCost += usBPPenalty;
|
||||
}
|
||||
}
|
||||
// moving diagonally
|
||||
if (guiPathingData[iCnt] & 1)
|
||||
sMovementAPsCost *= 1.4f;
|
||||
|
||||
sPoints += sMovementAPsCost + sExtraCostStand;
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
}
|
||||
}
|
||||
sPoints += (INT16)(sMovementAPsCost + 0.5f) + sExtraCostStand;
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
}
|
||||
}
|
||||
|
||||
// THIS NEXT SECTION ONLY NEEDS TO HAPPEN FOR CURSOR UI FEEDBACK, NOT ACTUAL COSTING
|
||||
|
||||
@@ -4812,10 +4810,10 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
|
||||
// STOMP traits - Athletics trait decreases movement cost
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, ATHLETICS_NT ))
|
||||
{
|
||||
sPointsWalk += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_WALK]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
|
||||
sPointsCrawl += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_CRAWL]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
|
||||
sPointsSwat += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_SWAT]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
|
||||
sPointsRun += max(1, (INT16)(((sMovementAPsCost + APBPConstants[AP_MODIFIER_RUN]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
|
||||
sPointsWalk += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_WALK]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
|
||||
sPointsCrawl += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_CRAWL]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
|
||||
sPointsSwat += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_SWAT]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
|
||||
sPointsRun += max(1, (INT16)((sMovementAPsCost + APBPConstants[AP_MODIFIER_RUN]) * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f));
|
||||
}
|
||||
// Specify movement modes
|
||||
else
|
||||
@@ -4862,10 +4860,10 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
|
||||
// STOMP traits - Stealthy trait decreases stealth AP modifier
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, STEALTHY_NT ))
|
||||
{
|
||||
sPointsWalk += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
|
||||
sPointsCrawl += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
|
||||
sPointsSwat += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
|
||||
sPointsRun += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
|
||||
sPointsWalk += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
|
||||
sPointsCrawl += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
|
||||
sPointsSwat += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
|
||||
sPointsRun += (max(0, (INT16)(APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f + 0.5f)));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+63
-54
@@ -200,11 +200,13 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8
|
||||
|
||||
}
|
||||
|
||||
// SANDRO - note: as it is, the modifiers for walking/running/etc are not multiplied for diagonal movement, but is it intentional?
|
||||
// silversurfer: don't multiply here or the following bonus/penalty calculations will all be wrong and cause our mercs to spend too many APs
|
||||
// direction is now taken into account in function "ActionPointCost"
|
||||
/* // SANDRO - note: as it is, the modifiers for walking/running/etc are not multiplied for diagonal movement, but is it intentional?
|
||||
if (bDir & 1)
|
||||
{
|
||||
sAPCost = (sAPCost * 14) / 10;
|
||||
}
|
||||
}*/
|
||||
|
||||
return(sAPCost);
|
||||
|
||||
@@ -249,7 +251,7 @@ INT16 BreathPointAdjustmentForCarriedWeight( SOLDIERTYPE * pSoldier )
|
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INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode)
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{
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INT32 iPoints=0;
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FLOAT iPoints = 0;
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UINT8 ubMovementCost;
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ubMovementCost = gubWorldMovementCosts[sGridNo][bDir][0];
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@@ -262,7 +264,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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{
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ubTerrainID = FLAT_GROUND;
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// WANNE.WATER.BUGFIX: If we "walk on water", take the travecost_flat BPs instead of the high swimming BPs ...
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// WANNE.WATER.BUGFIX: If we "walk on water", take the travelcost_flat BPs instead of the high swimming BPs ...
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ubMovementCost = TRAVELCOST_FLAT;
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}
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@@ -303,7 +305,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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iPoints += APBPConstants[BP_MOVEMENT_READY];
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}
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iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100;
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iPoints = iPoints * BreathPointAdjustmentForCarriedWeight( pSoldier ) / 100.0f;
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// ATE - MAKE MOVEMENT ALWAYS WALK IF IN WATER
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if ( TERRAIN_IS_WATER( ubTerrainID) )
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@@ -350,7 +352,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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// SANDRO - STOMP traits - Athletics reduce breath points spent for moving
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
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{
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iPoints = max(1, (INT16)((iPoints * (100 - gSkillTraitValues.ubATBPsMovementReduction) / 100) + 0.5));
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iPoints = max(1, (iPoints * (100 - gSkillTraitValues.ubATBPsMovementReduction) / 100.0f) );
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}
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// Flugente: scuba fins reduce movement cost in water, but increase cost on land
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@@ -368,7 +370,7 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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// Flugente: backgrounds
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if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
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iPoints = (iPoints * (100 + pSoldier->GetBackgroundValue(BG_SWIMMING))) / 100;
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iPoints = iPoints * ( 100 + pSoldier->GetBackgroundValue(BG_SWIMMING) ) / 100.0f;
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// ATE: Adjust these by realtime movement
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if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
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@@ -376,18 +378,21 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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// ATE: ADJUST FOR RT - MAKE BREATH GO A LITTLE FASTER!
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// silversurfer: now externalized to APBPConstants.ini
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//iPoints = (INT32)( iPoints * TB_BREATH_DEDUCT_MODIFIER );
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iPoints = (INT32)( iPoints * APBPConstants[BP_RT_BREATH_DEDUCT_MODIFIER] / 100 );
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iPoints = iPoints * APBPConstants[BP_RT_BREATH_DEDUCT_MODIFIER] / 100.0f;
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}
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return( (INT16) iPoints);
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// moving diagonally
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if (bDir & 1)
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iPoints *= 1.4f;
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return( (INT16)iPoints);
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}
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode )
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{
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INT16 sTileCost, sPoints, sSwitchValue;
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sPoints = 0;
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INT16 sTileCost, sSwitchValue;
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FLOAT sPoints = 0;
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// get the tile cost for that tile based on WALKING
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sTileCost = TerrainActionPoints( pSoldier, sGridNo, bDir, pSoldier->pathing.bLevel );
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@@ -487,7 +492,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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// STOMP traits - Athletics trait decreases movement cost
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ))
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{
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sPoints = max(1, (INT16)((sPoints * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5));
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sPoints = max(1.0f, ( sPoints * (100 - (FLOAT)gSkillTraitValues.ubATAPsMovementReduction) / 100.0f ) );
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}
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// Flugente: riot shields lower movement speed
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@@ -513,7 +518,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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// Flugente: swimming background
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if ( TERRAIN_IS_HIGH_WATER( ubTerrainID) )
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sPoints = (sPoints * (100 + pSoldier->GetBackgroundValue(BG_SWIMMING))) / 100;
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sPoints = sPoints * ( 100 + pSoldier->GetBackgroundValue(BG_SWIMMING) ) / 100.0f;
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// Check if doors if not player's merc (they have to open them manually)
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if ( sSwitchValue == TRAVELCOST_DOOR && pSoldier->bTeam != gbPlayerNum )
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@@ -526,7 +531,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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// STOMP traits - Stealthy trait decreases stealth AP modifier
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ))
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{
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sPoints += (max(0, (INT16)((APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100) + 0.5)));
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sPoints += max(0, (FLOAT)( APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f) );
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}
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else
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{
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@@ -592,7 +597,11 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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}
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}
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return( sPoints );
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// moving diagonally
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if (bDir & 1)
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sPoints *= 1.4f;
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return( (INT16)(sPoints + 0.5f) );
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}
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength )
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@@ -1152,7 +1161,7 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ub
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else
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ubPointsRegistered = max( 10, min( 100, ubPointsRegistered ) ); // 10% is minimum on hearing
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ubPointsRegistered = min( 100, ubPointsRegistered ); // 100% is maximum ofc
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ubPointsRegistered = (UINT8)((sAPCost * ubPointsRegistered / 100) + 0.5); // now calc how many APs we will award
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ubPointsRegistered = (UINT8)(sAPCost * ubPointsRegistered / 100.0f + 0.5f); // now calc how many APs we will award
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// increase the counter
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if ( ubPointsRegistered )
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@@ -2388,7 +2397,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
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if ( HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT ) && gGameOptions.fNewTraitSystem )
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{
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// bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100)+ 0.5);
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bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
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bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5f);
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}
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}
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else if ( pSoldier->IsValidSecondHandShot( ) )
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@@ -2398,8 +2407,8 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
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// SANDRO - gunslinger check for firing speed
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// if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && gGameOptions.fNewTraitSystem )
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// {
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INT16 bcst1 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
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INT16 bcst2 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pSecondObjUsed, pSoldier->bWeaponMode ) + 0.5);
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INT16 bcst1 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[HANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5f);
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INT16 bcst2 = (INT16)(BaseAPsToShootOrStab( bFullAPs, bAimSkill, &(pSoldier->inv[SECONDHANDPOS]), pSoldier ) * GetAttackAPTraitMultiplier( pSoldier, pSecondObjUsed, pSoldier->bWeaponMode ) + 0.5f);
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// if ( Weapon[ usItem ].ubWeaponType == GUN_PISTOL )
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// bcst1 = (INT16)((bcst1 * ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols) / 100)+ 0.5);
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// if ( Weapon[ pSoldier->inv[SECONDHANDPOS].usItem ].ubWeaponType == GUN_PISTOL )
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@@ -2429,7 +2438,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
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// If we are using alternative weapon holding (from hip rifle/one-handed pistol), the shot can be faster if set in the ini
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if ( gGameExternalOptions.ubAltWeaponHoldingFireSpeedBonus > 0 && pSoldier->IsValidAlternativeFireMode( bAimTime, sGridNo ))
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{
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bAPCost = (INT16)((bAPCost * (100 - gGameExternalOptions.ubAltWeaponHoldingFireSpeedBonus ) / 100)+ 0.5);
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bAPCost = (INT16)(bAPCost * (100 - gGameExternalOptions.ubAltWeaponHoldingFireSpeedBonus ) / 100.0f + 0.5f);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - STOMP traits
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@@ -2437,7 +2446,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
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if ( gGameOptions.fNewTraitSystem )
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{
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// silversurfer: new function to handle all modifiers
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bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5);
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bAPCost = (INT16)(bAPCost * GetAttackAPTraitMultiplier( pSoldier, pObjUsed, pSoldier->bWeaponMode ) + 0.5f);
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/* // Decreased APs needed for LMG - Auto Weapons
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if (Weapon[usUBItem].ubWeaponType == GUN_LMG && (pSoldier->bDoBurst || pSoldier->bDoAutofire) && ( HAS_SKILL_TRAIT( pSoldier, AUTO_WEAPONS_NT ) ) )
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@@ -2614,7 +2623,7 @@ INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost
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bAPCost += BaseAPsToShootOrStab(bFullAPs, bAimSkill, pObjUsed, pSoldier);
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// Decreased APs needed for melee attacks - Melee (Blade only)
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if(Item[usItem].usItemClass == IC_BLADE && (HAS_SKILL_TRAIT(pSoldier, MELEE_NT)))
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bAPCost = (INT16)((bAPCost * (100 - gSkillTraitValues.ubMEBladesAPsReduction) / 100) + 0.5);
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bAPCost = (INT16)(bAPCost * (100 - gSkillTraitValues.ubMEBladesAPsReduction) / 100.0f + 0.5f);
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}
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// sevenfm: check enemy only if we have correct gridNo
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if( !TileIsOutOfBounds(sGridNo) )
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@@ -2668,7 +2677,7 @@ INT16 ApsToPunch( SOLDIERTYPE *pSoldier )
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{
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if (gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
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{
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return ( max( 1, (INT16)((APBPConstants[AP_PUNCH] * (100 - gSkillTraitValues.ubMAPunchAPsReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)) );
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return ( max( 1, (INT16)(APBPConstants[AP_PUNCH] * (100 - gSkillTraitValues.ubMAPunchAPsReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)) );
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}
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else
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{
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@@ -3046,10 +3055,10 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
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{
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// if pistol or revolver
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if ( HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) && ( Weapon[ pGun->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ pGun->usItem ].ubWeaponType == GUN_M_PISTOL ) )
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return(INT16)(( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) - (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ? gSkillTraitValues.ubAMReloadSpeedMagazines : 0 )))/100 ) + 0.5);
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return(INT16)( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubGSRealoadSpeedHandgunsBonus * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) - (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ? gSkillTraitValues.ubAMReloadSpeedMagazines : 0 ))) / 100.0f + 0.5f);
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// other weapons for ambidextrous
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else if (HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ))
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return(INT16)(( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines ))/100) + 0.5);
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return(INT16)( GetAPsToReload(pGun) * max(0,(100 - gSkillTraitValues.ubAMReloadSpeedMagazines )) / 100.0f + 0.5f );
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// normal case
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else
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return GetAPsToReload(pGun);
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@@ -3061,9 +3070,9 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
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{
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// wrong size ammo item
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if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ) // SANDRO - added Ambidextrous check
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return (INT16)((((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10)*(100 - gSkillTraitValues.ubAMReloadSpeedLoose)/100) + 0.5);
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return (INT16)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG] / 10.0f) * (100 - gSkillTraitValues.ubAMReloadSpeedLoose) / 100.0f + 0.5f);
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else
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return (INT16)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10);
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return (INT16)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG] / 10.0f) + 0.5f);
|
||||
}
|
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else
|
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{
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@@ -3156,10 +3165,10 @@ INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier )
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{
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||||
// Sniper trait makes chambering a round faster
|
||||
if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
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return ( (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5));
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return ( (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f));
|
||||
// Ranger trait makes pumping shotguns faster
|
||||
else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
|
||||
return ( (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5));
|
||||
return ( (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f));
|
||||
else
|
||||
return (sModifiedReloadAP);
|
||||
}
|
||||
@@ -3340,14 +3349,14 @@ INT16 GetAPsToLook( SOLDIERTYPE *pSoldier )
|
||||
// Now change to appropriate animation
|
||||
case ANIM_STAND:
|
||||
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_LOOK_STANDING] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 )));
|
||||
return( max( 1, (INT16)(APBPConstants[AP_LOOK_STANDING] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) );
|
||||
else
|
||||
return( APBPConstants[AP_LOOK_STANDING] );
|
||||
break;
|
||||
|
||||
case ANIM_CROUCH:
|
||||
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_LOOK_CROUCHED] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 )));
|
||||
return( max( 1, (INT16)(APBPConstants[AP_LOOK_CROUCHED] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) );
|
||||
else
|
||||
return( APBPConstants[AP_LOOK_CROUCHED] );
|
||||
break;
|
||||
@@ -3357,7 +3366,7 @@ INT16 GetAPsToLook( SOLDIERTYPE *pSoldier )
|
||||
// crouched, turn, and then go back down. Hence you go up (APBPConstants[AP_PRONE]), turn (APBPConstants[AP_LOOK_PRONE]) and down (APBPConstants[AP_PRONE]).
|
||||
//dnl ch70 160913 because of backpack cost for going up is 2
|
||||
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_LOOK_PRONE] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)) + GetAPsProne(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE*2) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_LOOK_PRONE] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)) + GetAPsProne(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE*2) );
|
||||
else
|
||||
return( APBPConstants[AP_LOOK_PRONE] + GetAPsProne(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE*2) );
|
||||
break;
|
||||
@@ -3549,7 +3558,7 @@ INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
|
||||
if ( !fClimbDown )
|
||||
{
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_CLIMBROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
|
||||
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_CLIMBROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
|
||||
else
|
||||
iAPsToClimb = APBPConstants[AP_CLIMBROOF];
|
||||
|
||||
@@ -3559,7 +3568,7 @@ INT16 GetAPsToClimbRoof( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
|
||||
else
|
||||
{
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_CLIMBOFFROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
|
||||
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_CLIMBOFFROOF] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
|
||||
else
|
||||
iAPsToClimb = APBPConstants[AP_CLIMBOFFROOF];
|
||||
|
||||
@@ -3583,7 +3592,7 @@ INT16 GetAPsToJumpWall( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
|
||||
if ( !fClimbDown )
|
||||
{
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_JUMPWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
|
||||
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_JUMPWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
|
||||
else
|
||||
iAPsToClimb = APBPConstants[AP_JUMPWALL];
|
||||
|
||||
@@ -3593,7 +3602,7 @@ INT16 GetAPsToJumpWall( SOLDIERTYPE *pSoldier, BOOLEAN fClimbDown )
|
||||
else
|
||||
{
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
iAPsToClimb = max( 1, (INT16)((APBPConstants[AP_JUMPOFFWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5)); // -25% per trait
|
||||
iAPsToClimb = max( 1, (INT16)(APBPConstants[AP_JUMPOFFWALL] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)); // -25% per trait
|
||||
else
|
||||
iAPsToClimb = APBPConstants[AP_JUMPOFFWALL];
|
||||
|
||||
@@ -3615,7 +3624,7 @@ INT16 GetAPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
|
||||
if ( !fWithBackpack )
|
||||
{
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
|
||||
return( max( 1, (INT16)((APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
|
||||
return( max( 1, (INT16)(APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
|
||||
else
|
||||
return( APBPConstants[AP_JUMPWINDOW] );
|
||||
|
||||
@@ -3623,7 +3632,7 @@ INT16 GetAPsToJumpThroughWindows( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
|
||||
else
|
||||
{
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
|
||||
return( max( 1, (INT16)((APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
|
||||
return( max( 1, (INT16)(APBPConstants[AP_JUMPWINDOW] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
|
||||
else
|
||||
return( APBPConstants[AP_JUMPWINDOW] );
|
||||
}
|
||||
@@ -3657,7 +3666,7 @@ INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
|
||||
if ( !fWithBackpack )
|
||||
{
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
|
||||
return( max( 1, (INT16)((APBPConstants[AP_JUMPFENCE] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
|
||||
return( max( 1, (INT16)(APBPConstants[AP_JUMPFENCE] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
|
||||
else
|
||||
return( APBPConstants[AP_JUMPFENCE] );
|
||||
|
||||
@@ -3665,7 +3674,7 @@ INT16 GetAPsToJumpFence( SOLDIERTYPE *pSoldier, BOOLEAN fWithBackpack )
|
||||
else
|
||||
{
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ))
|
||||
return( max( 1, (INT16)((APBPConstants[AP_JUMPFENCEBPACK] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))); // -25% per trait
|
||||
return( max( 1, (INT16)(APBPConstants[AP_JUMPFENCEBPACK] * ( 100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f ) ) ); // -25% per trait
|
||||
else
|
||||
return( APBPConstants[AP_JUMPFENCEBPACK] );
|
||||
}
|
||||
@@ -3908,7 +3917,7 @@ INT16 GetAPsToDropBomb( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
// SANDRO - STOMP traits - Ambidextrous bonus
|
||||
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_DROP_BOMB] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction)/100 ) + 0.5)) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_DROP_BOMB] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction) / 100.0f + 0.5f)) );
|
||||
else
|
||||
return( APBPConstants[AP_DROP_BOMB] );
|
||||
}
|
||||
@@ -3917,7 +3926,7 @@ INT16 GetAPsToPlantMine( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
// SANDRO - STOMP traits - Ambidextrous bonus
|
||||
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_BURY_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction)/100 ) + 0.5)) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_BURY_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction) / 100.0f + 0.5f)) );
|
||||
else
|
||||
return( APBPConstants[AP_BURY_MINE] );
|
||||
}
|
||||
@@ -3965,7 +3974,7 @@ INT16 GetAPsToStealItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT
|
||||
}
|
||||
else if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
|
||||
{
|
||||
sAPCost += max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5));
|
||||
sAPCost += max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100.0f + 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -4104,7 +4113,7 @@ INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
// -25% APs needed to for MA traits
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + max( 1, (INT16)((APBPConstants[AP_JUMP_OVER] * (100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/100) + 0.5)));
|
||||
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + max( 1, (INT16)(APBPConstants[AP_JUMP_OVER] * (100 - gSkillTraitValues.ubMAAPsClimbOrJumpReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f) ) );
|
||||
else
|
||||
return( GetAPsToChangeStance( pSoldier, ANIM_STAND ) + APBPConstants[AP_JUMP_OVER] );
|
||||
}
|
||||
@@ -4226,7 +4235,7 @@ INT16 GetAPsCrouch( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck )
|
||||
|
||||
// -x% APs needed to change stance for MA trait
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
|
||||
iFinalAPsToCrouch = (INT16)((iFinalAPsToCrouch * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 );
|
||||
iFinalAPsToCrouch = (INT16)(iFinalAPsToCrouch * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f );
|
||||
|
||||
if (iFinalAPsToCrouch < 1 )
|
||||
iFinalAPsToCrouch = 1;
|
||||
@@ -4246,7 +4255,7 @@ INT16 GetAPsProne( SOLDIERTYPE *pSoldier, BOOLEAN fBackpackCheck )
|
||||
|
||||
// -x% APs needed to change stance for MA trait
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
|
||||
iFinalAPsToLieDown = (INT16)((iFinalAPsToLieDown * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 );
|
||||
iFinalAPsToLieDown = (INT16)(iFinalAPsToLieDown * ( 100 - gSkillTraitValues.ubMAAPsChangeStanceReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f );
|
||||
|
||||
if (iFinalAPsToLieDown < 1 )
|
||||
iFinalAPsToLieDown = 1;
|
||||
@@ -4267,7 +4276,7 @@ INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier )
|
||||
|
||||
// Athletics trait
|
||||
if( HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
val = max( 1, (INT16)((val * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100) + 0.5) );
|
||||
val = max( 1, (INT16)(val * (100 - gSkillTraitValues.ubATAPsMovementReduction) / 100.0f + 0.5f) );
|
||||
|
||||
return val;
|
||||
}
|
||||
@@ -4276,7 +4285,7 @@ INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier )
|
||||
INT16 GetAPsToOpenDoor( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_OPEN_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_OPEN_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
|
||||
else
|
||||
return( APBPConstants[AP_OPEN_DOOR] );
|
||||
}
|
||||
@@ -4285,7 +4294,7 @@ INT16 GetAPsToOpenDoor( SOLDIERTYPE *pSoldier )
|
||||
INT16 GetAPsToPicklock( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_PICKLOCK] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_PICKLOCK] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
|
||||
else
|
||||
return( APBPConstants[AP_PICKLOCK] );
|
||||
}
|
||||
@@ -4294,7 +4303,7 @@ INT16 GetAPsToPicklock( SOLDIERTYPE *pSoldier )
|
||||
INT16 GetAPsToBombDoor( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_EXPLODE_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_EXPLODE_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
|
||||
else
|
||||
return( APBPConstants[AP_EXPLODE_DOOR] );
|
||||
}
|
||||
@@ -4303,7 +4312,7 @@ INT16 GetAPsToBombDoor( SOLDIERTYPE *pSoldier )
|
||||
INT16 GetAPsToUntrapDoor( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_UNTRAP_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction)/100) + 0.5 )) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_UNTRAP_DOOR] * (100 - gSkillTraitValues.ubAMHandleDoorsAPsReduction) / 100.0f + 0.5f )) );
|
||||
else
|
||||
return( APBPConstants[AP_UNTRAP_DOOR] );
|
||||
}
|
||||
@@ -4312,7 +4321,7 @@ INT16 GetAPsToUntrapDoor( SOLDIERTYPE *pSoldier )
|
||||
INT16 GetBasicAPsToPickupItem( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_PICKUP_ITEM] * (100 - gSkillTraitValues.ubAMPickItemsAPsReduction)/100) + 0.5 )) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_PICKUP_ITEM] * (100 - gSkillTraitValues.ubAMPickItemsAPsReduction) / 100.0f + 0.5f )) );
|
||||
else
|
||||
return( APBPConstants[AP_PICKUP_ITEM] );
|
||||
}
|
||||
@@ -4321,7 +4330,7 @@ INT16 GetBasicAPsToPickupItem( SOLDIERTYPE *pSoldier )
|
||||
INT16 GetAPsToDisarmMine( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
|
||||
return( max( 1, (INT16)((APBPConstants[AP_DISARM_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction)/100) + 0.5 )) );
|
||||
return( max( 1, (INT16)(APBPConstants[AP_DISARM_MINE] * (100 - gSkillTraitValues.ubAMHandleBombsAPsReduction) / 100.0f + 0.5f )) );
|
||||
else
|
||||
return( APBPConstants[AP_DISARM_MINE] );
|
||||
}
|
||||
|
||||
@@ -7560,7 +7560,7 @@ void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT8 ubNe
|
||||
}
|
||||
// martial artists can turn faster
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem )
|
||||
sAPCost = max( 1, (INT16)((sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5) );
|
||||
sAPCost = max( 1, (INT16)(sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f) );
|
||||
|
||||
// SANDRO: get BP cost for weapon manipulating
|
||||
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight )
|
||||
|
||||
@@ -3668,7 +3668,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
|
||||
{
|
||||
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
|
||||
{
|
||||
DeductPoints( pSoldier, max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)), 200, AFTERACTION_INTERRUPT );
|
||||
DeductPoints( pSoldier, max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)), 200, AFTERACTION_INTERRUPT );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -3685,7 +3685,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
|
||||
{
|
||||
if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && ( gGameOptions.fNewTraitSystem ))
|
||||
{
|
||||
DeductPoints( pSoldier, max( 1, (INT16)((APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ))/ 100) + 0.5)), 0, AFTERACTION_INTERRUPT );
|
||||
DeductPoints( pSoldier, max( 1, (INT16)(APBPConstants[AP_STEAL_ITEM] * (100 - gSkillTraitValues.ubMAReducedAPsToSteal * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100.0f + 0.5f)), 0, AFTERACTION_INTERRUPT );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -2285,7 +2285,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) )
|
||||
{
|
||||
// also add breath damage bonus into consideration
|
||||
iImpact = (INT32)((iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100) + 0.5);
|
||||
iImpact = (INT32)(iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100.0f + 0.5f);
|
||||
|
||||
|
||||
// The Spinning kicks or aimed punch bonus - SANDRO
|
||||
@@ -2300,7 +2300,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
|
||||
// +30% damage of blunt weapons for melee character
|
||||
if (HAS_SKILL_TRAIT( pSoldier, MELEE_NT ))
|
||||
{
|
||||
iImpact = (INT32)((iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt)/100) + 0.5);
|
||||
iImpact = (INT32)(iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt) / 100.0f + 0.5f);
|
||||
|
||||
//if (pSoldier->aiData.bAimTime > 0)
|
||||
//{
|
||||
@@ -2313,11 +2313,11 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
|
||||
{
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, MARTIALARTS_OT ) )
|
||||
{
|
||||
iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100) + 0.5);
|
||||
iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100.0f + 0.5f);
|
||||
}
|
||||
if ( HAS_SKILL_TRAIT( pSoldier, HANDTOHAND_OT ) )
|
||||
{
|
||||
iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100) + 0.5);
|
||||
iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100.0f + 0.5f);
|
||||
}
|
||||
}
|
||||
// SANDRO - Enhanced Close Combat System - aiming at body parts makes difference
|
||||
@@ -2404,10 +2404,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
|
||||
{
|
||||
// Sniper trait makes chambering a round faster
|
||||
if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
|
||||
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
|
||||
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
|
||||
// Ranger trait makes pumping shotguns faster
|
||||
else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
|
||||
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
|
||||
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
|
||||
else
|
||||
DeductPoints(pSoldier, sModifiedReloadAP, 0);
|
||||
}
|
||||
@@ -2457,10 +2457,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
|
||||
{
|
||||
// Sniper trait makes chambering a round faster
|
||||
if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
|
||||
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
|
||||
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
|
||||
// Ranger trait makes pumping shotguns faster
|
||||
else if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
|
||||
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
|
||||
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
|
||||
else
|
||||
DeductPoints(pSoldier, sModifiedReloadAP, 0);
|
||||
}
|
||||
|
||||
@@ -1632,13 +1632,13 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
|
||||
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL && Item[usItem].usItemClass == IC_BOMB &&
|
||||
(!Item[usItem].attachment || Item[usItem].mine ))
|
||||
{
|
||||
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines)) / 100) + 0.5);
|
||||
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines) / 100.0f + 0.5f);
|
||||
}
|
||||
// Heavy Weapons trait bonus damage to tanks
|
||||
if ( HAS_SKILL_TRAIT( MercPtrs[ubOwner], HEAVY_WEAPONS_NT ) && ARMED_VEHICLE( pSoldier ) &&
|
||||
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL )
|
||||
{
|
||||
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +30%
|
||||
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT )) / 100.0f + 0.5f); // +30%
|
||||
}
|
||||
// Heavy Weapons trait bonus damage with rocket, grenade launchers and mortar
|
||||
else if ( HAS_SKILL_TRAIT( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ) &&
|
||||
@@ -1647,7 +1647,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
|
||||
(Item[usItem].usItemClass == IC_GRENADE && (Item[usItem].glgrenade || Item[usItem].electronic) ) || // rockets for rocketlaunchers (I haven't found any other way)
|
||||
(Item[usItem].usItemClass == IC_LAUNCHER ) || Item[usItem].rocketlauncher || Item[usItem].singleshotrocketlauncher ) )
|
||||
{
|
||||
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +15%
|
||||
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT )) / 100.0f + 0.5f); // +15%
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user