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-fixed sniper firing (finally?)
-added Ready Weapon AP bonuses to two handed weapons (even though none use it yet) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@296 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+1
-1
@@ -3443,7 +3443,7 @@ DOUBLE CalculateVerticalAngle( SOLDIERTYPE * pFirer, SOLDIERTYPE * pTarget )
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INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sHitBy, BOOLEAN fBuckshot, BOOLEAN fFake )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"FireBulletGivenTarget");
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//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"FireBulletGivenTarget");
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// fFake indicates that we should set things up for a call to ChanceToGetThrough
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FLOAT dStartZ;
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+2
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@@ -2031,8 +2031,8 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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{
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//Madd: return the greater of the two weapons + 1:
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UINT8 rt1, rt2;
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rt1 = Weapon[usItem].ubReadyTime;
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rt2 = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubReadyTime ;
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rt1 = Weapon[usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ HANDPOS ]) ) / 100;
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rt2 = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ SECONDHANDPOS ]) ) / 100;
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return( max(rt1,rt2) + AP_READY_DUAL );
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}
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