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mercs entering combat via air who do not have the 'airdrop' background receive a penalty on their interrupt level
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6651 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -16896,7 +16896,7 @@ INT16 SOLDIERTYPE::GetAPBonus()
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{
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INT16 bonus = 0;
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if ( this->bSoldierFlagMask & SOLDIER_AIRDROP_BONUS )
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if ( this->bSoldierFlagMask & SOLDIER_AIRDROP_TURN )
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bonus += this->GetBackgroundValue(BG_AIRDROP);
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if ( this->bSoldierFlagMask & SOLDIER_ASSAULT_BONUS )
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@@ -16975,9 +16975,19 @@ INT16 SOLDIERTYPE::GetInterruptModifier( UINT8 usDistance )
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{
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INT16 bonus = 0;
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// drugs can alter our perception
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if ( this->drugs.bDrugEffect[ DRUG_TYPE_PERCEPTION ] )
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bonus += 2;
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else if ( this->drugs.bDrugSideEffect[ DRUG_TYPE_PERCEPTION ] )
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bonus -= 2;
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// if we are listening on our radio, our mind will be somewhere else... we will be less focused
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if ( this->IsRadioListening() )
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bonus -= 3;
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// if we are airdropping and do not have the 'airdrop' background, we receive a substantial malus to our interrupt level. Roping down takes a lot of attention
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if ( this->bSoldierFlagMask & SOLDIER_AIRDROP_TURN && (this->GetBackgroundValue(BG_AIRDROP) == 0) )
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bonus -= 8;
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return bonus;
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}
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@@ -16985,7 +16995,7 @@ INT16 SOLDIERTYPE::GetInterruptModifier( UINT8 usDistance )
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void SOLDIERTYPE::SoldierPropertyUpkeep()
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{
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// these flags are only used for the first turn, and thus always removed
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this->bSoldierFlagMask &= ~(SOLDIER_AIRDROP_BONUS|SOLDIER_ASSAULT_BONUS);
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this->bSoldierFlagMask &= ~(SOLDIER_AIRDROP_TURN|SOLDIER_ASSAULT_BONUS);
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if ( HasBackgroundFlag( BACKGROUND_EXP_UNDERGROUND ) && this->bSectorZ )
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++bExtraExpLevel;
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