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Zombie Update (by Flugente)
- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc. - new flagmask for soldiers (so no new variables have to be added in the future) - fix: stat-altering drugs work again and can now have a higher magnitude - drug-altered stats now show up purple - fix: option screen help texts were missing WARING! This will break savegame compatibility git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+7
-7
@@ -7339,7 +7339,7 @@ void CalcTargetMovementOffset( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, OBJE
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// Now let's figure out how competent our shooter is.
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FLOAT iCombinedSkill = gGameCTHConstants.MOVEMENT_MRK * EffectiveMarksmanship( pShooter );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_WIS * EffectiveWisdom( pShooter );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_DEX * EffectiveDexterity( pShooter );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_DEX * EffectiveDexterity( pShooter, FALSE );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_EXP_LEVEL * (EffectiveExpLevel( pShooter ) * 10);
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// Average
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@@ -7514,7 +7514,7 @@ void CalcRangeCompensationOffset( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetY,
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// matter, and a skilled shooter will have a far greater chance of guessing the extra muzzle angle required.
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FLOAT iCombinedSkill = gGameCTHConstants.MOVEMENT_MRK * EffectiveMarksmanship( pShooter );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_WIS * EffectiveWisdom( pShooter );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_DEX * EffectiveDexterity( pShooter );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_DEX * EffectiveDexterity( pShooter, FALSE );
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iCombinedSkill += gGameCTHConstants.MOVEMENT_EXP_LEVEL * (EffectiveExpLevel( pShooter ) * 10);
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// Average
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@@ -7839,7 +7839,7 @@ UINT32 CalcCounterForceFrequency(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon)
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{
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INT8 traitLoop;
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FLOAT iCounterForceFrequency = gGameCTHConstants.RECOIL_COUNTER_FREQUENCY_AGI * EffectiveAgility(pShooter);
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FLOAT iCounterForceFrequency = gGameCTHConstants.RECOIL_COUNTER_FREQUENCY_AGI * EffectiveAgility(pShooter, FALSE);
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iCounterForceFrequency += gGameCTHConstants.RECOIL_COUNTER_FREQUENCY_EXP_LEVEL * EffectiveExpLevel(pShooter) * 10;
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// Average
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@@ -7895,8 +7895,8 @@ FLOAT CalcCounterForceMax(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT8 uiSt
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if(uiStance == 0)
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uiStance = gAnimControl[ pShooter->usAnimState ].ubHeight;
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FLOAT iCounterForceMax = gGameCTHConstants.RECOIL_MAX_COUNTER_STR * EffectiveStrength(pShooter);
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iCounterForceMax += gGameCTHConstants.RECOIL_MAX_COUNTER_AGI * EffectiveAgility(pShooter);
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FLOAT iCounterForceMax = gGameCTHConstants.RECOIL_MAX_COUNTER_STR * EffectiveStrength(pShooter, FALSE);
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iCounterForceMax += gGameCTHConstants.RECOIL_MAX_COUNTER_AGI * EffectiveAgility(pShooter, FALSE);
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iCounterForceMax += gGameCTHConstants.RECOIL_MAX_COUNTER_EXP_LEVEL * EffectiveExpLevel(pShooter) * 10;
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FLOAT iDivisor = gGameCTHConstants.RECOIL_MAX_COUNTER_STR +
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@@ -7921,9 +7921,9 @@ UINT32 CalcCounterForceAccuracy(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT
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{
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INT8 traitLoop;
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FLOAT iCounterForceAccuracy = gGameCTHConstants.RECOIL_COUNTER_ACCURACY_DEX * EffectiveDexterity(pShooter);
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FLOAT iCounterForceAccuracy = gGameCTHConstants.RECOIL_COUNTER_ACCURACY_DEX * EffectiveDexterity(pShooter, FALSE);
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iCounterForceAccuracy += gGameCTHConstants.RECOIL_COUNTER_ACCURACY_WIS * EffectiveWisdom(pShooter);
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iCounterForceAccuracy += gGameCTHConstants.RECOIL_COUNTER_ACCURACY_AGI * EffectiveAgility(pShooter);
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iCounterForceAccuracy += gGameCTHConstants.RECOIL_COUNTER_ACCURACY_AGI * EffectiveAgility(pShooter, FALSE);
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iCounterForceAccuracy += gGameCTHConstants.RECOIL_COUNTER_ACCURACY_EXP_LEVEL * EffectiveExpLevel(pShooter) * 10;
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FLOAT iDivisor = gGameCTHConstants.RECOIL_COUNTER_ACCURACY_DEX +
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