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- 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
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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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