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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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@@ -2285,7 +2285,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) )
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{
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// also add breath damage bonus into consideration
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iImpact = (INT32)((iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100) + 0.5);
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iImpact = (INT32)(iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100.0f + 0.5f);
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// The Spinning kicks or aimed punch bonus - SANDRO
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@@ -2300,7 +2300,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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// +30% damage of blunt weapons for melee character
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if (HAS_SKILL_TRAIT( pSoldier, MELEE_NT ))
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{
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iImpact = (INT32)((iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt)/100) + 0.5);
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iImpact = (INT32)(iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt) / 100.0f + 0.5f);
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//if (pSoldier->aiData.bAimTime > 0)
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//{
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@@ -2313,11 +2313,11 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
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{
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if ( HAS_SKILL_TRAIT( pSoldier, MARTIALARTS_OT ) )
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{
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iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100) + 0.5);
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iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100.0f + 0.5f);
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}
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if ( HAS_SKILL_TRAIT( pSoldier, HANDTOHAND_OT ) )
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{
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iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100) + 0.5);
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iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100.0f + 0.5f);
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}
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}
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// SANDRO - Enhanced Close Combat System - aiming at body parts makes difference
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@@ -2404,10 +2404,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
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{
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// Sniper trait makes chambering a round faster
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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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DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
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DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
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// Ranger trait makes pumping shotguns faster
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else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
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DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
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else
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DeductPoints(pSoldier, sModifiedReloadAP, 0);
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}
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@@ -2457,10 +2457,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
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{
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// Sniper trait makes chambering a round faster
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if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
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DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
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DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
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// Ranger trait makes pumping shotguns faster
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else if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
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DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
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else
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DeductPoints(pSoldier, sModifiedReloadAP, 0);
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}
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