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- changed SHOT_HEAD_DIVISOR to SHOT_HEAD_MULTIPLIER. The old name was misleading
- fixed CTH bonus calculation for special characters in NCTH - fixed merc swap feature. Sometimes mercs became invisible because of wrong structure problems. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7235 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-1
@@ -1475,7 +1475,7 @@ void LoadGameExternalOptions()
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gGameExternalOptions.uShotHeadPenalty = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_PENALTY",3,0,100);
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// Modifer of damage for HEADSHOT
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gGameExternalOptions.fShotHeadDivisor = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_DIVISOR",1.5,1,10);
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gGameExternalOptions.fShotHeadMultiplier = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_MULTIPLIER",2,1,10);
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// Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc)
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gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
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@@ -821,7 +821,7 @@ typedef struct
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INT16 iChanceSayAnnoyingPhrase;
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BOOLEAN bNewTacticalAIBehavior;
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FLOAT uShotHeadPenalty;
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FLOAT fShotHeadDivisor;
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FLOAT fShotHeadMultiplier;
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INT16 iPenaltyShootUnSeen;
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BOOLEAN fNoStandingAnimAdjustInCombat; // Flugente: in turnbased combat, do not adjust animation after arriving at target location
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@@ -6802,7 +6802,7 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection )
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UINT8 ubGroupID = pSoldier->ubGroupID;
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INT8 bOldPosition = GetTeamSlotFromPlayerID ( MercPtrs[ ubSourceMerc ]->ubID );
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INT8 bNewPosition = bOldPosition + bDirection;
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SOLDIERTYPE TempMercPtr = *MercPtrs[ ubSourceMerc ];
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SOLDIERTYPE *TempMercPtr = MercPtrs[ ubSourceMerc ];
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// anv: vehicle passengers are swapped differently
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if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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@@ -6833,8 +6833,8 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection )
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FACETYPE TempFace = gFacesData[ iSourceFace ];
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// swap the data
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*MercPtrs[ ubSourceMerc ] = *MercPtrs[ ubTargetMerc ];
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*MercPtrs[ ubTargetMerc ] = TempMercPtr;
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MercPtrs[ ubSourceMerc ] = MercPtrs[ ubTargetMerc ];
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MercPtrs[ ubTargetMerc ] = TempMercPtr;
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// also swap face data, otherwise face gear, opp count etc won't update
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gFacesData[ iSourceFace ] = gFacesData[ iTargetFace ];
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gFacesData[ iTargetFace ] = TempFace;
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@@ -1245,7 +1245,7 @@ void AdjustImpactByHitLocation( INT32 iImpact, UINT8 ubHitLocation, INT32 * piNe
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case AIM_SHOT_HEAD:
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// 1.5x damage from successful hits to the head!
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//*piImpactForCrits = HEAD_DAMAGE_ADJUSTMENT( iImpact ); //comm by ddd
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*piImpactForCrits = INT32(gGameExternalOptions.fShotHeadDivisor*iImpact);
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*piImpactForCrits = INT32(gGameExternalOptions.fShotHeadMultiplier*iImpact);
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*piNewImpact = *piImpactForCrits;
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break;
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case AIM_SHOT_LEGS:
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@@ -5676,7 +5676,7 @@ else
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case OLGA:
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case TYRONE:
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case MIKE:
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iBaseModifier += gGameExternalOptions.usSpecialNPCStronger;
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iBaseModifier += (iBaseModifier * gGameExternalOptions.usSpecialNPCStronger / 100);
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break;
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}
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}
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@@ -12763,7 +12763,7 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
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case OLGA:
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case TYRONE:
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case MIKE:
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fBaseModifier += gGameExternalOptions.usSpecialNPCStronger;
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fBaseModifier += (fBaseModifier * gGameExternalOptions.usSpecialNPCStronger / 100);
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break;
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}
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}
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