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Bugfix: Feature Swap merc faces
When swapping merc faces in tactical the game will now rebuild the mercs squad. Changed NCTH behaviour for lasers: When USE_NEW_CTH_CALCULATION = TRUE in Ja2_Options.ini the game now uses the item property <BestLaserRange> now for a laser specific bonus instead of <ProjectionFactor>. This bonus is a percentage reduction of the base aperture in NCTH. This functionality will only be used if one of the following new parameters in CTHConstants.ini is NOT 0. LASER_PERFORMANCE_BONUS_HIP LASER_PERFORMANCE_BONUS_IRON LASER_PERFORMANCE_BONUS_SCOPE This functionality also affects the laser property that is displayed in UDB. Changed NCTH behaviour for Iron Sights and other 1x sights: Iron sights and other 1x sights can now receive a bonus in NCTH to make them more useful compared to scopes. This bonus is a percentage reduction of the base aperture just like lasers can do. There is a new parameter in CTHConstants.ini for this: IRON_SIGHT_PERFORMANCE_BONUS git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6370 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7530,7 +7530,55 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
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// First, let's calculate the basic Aperture. This is the size of an unmodified aperture at 1x Normal Distance.
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iBasicAperture = CalcBasicAperture( );
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// when using the reworked NCTH code we do additional calculations for iron sights and lasers
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if (gGameExternalOptions.fUseNewCTHCalculation)
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{
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// iron sights can get a percentage bonus to make them overall better but only when not shooting from hip
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if ( gCTHDisplay.ScopeMagFactor <= 1.0 && !pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
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iBasicAperture = iBasicAperture * (FLOAT)( (100 - gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS) / 100);
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// laser pointers can provide a percentage bonus to base aperture
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if ( gCTHDisplay.iBestLaserRange > 0
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&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
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{
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INT8 bLightLevel = LightTrueLevel(gCTHDisplay.iTargetGridNo, gsInterfaceLevel );
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INT32 iMaxLaserRange = ( gCTHDisplay.iBestLaserRange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) ) / ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
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// laser only has effect when in range
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if ( iMaxLaserRange > d2DDistance )
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{
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FLOAT fLaserBonus = 0;
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// which bonus do we want to apply?
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if ( pShooter->IsValidAlternativeFireMode( pShooter->aiData.bAimTime, gCTHDisplay.iTargetGridNo ) )
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// shooting from hip
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fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP;
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else if ( gCTHDisplay.ScopeMagFactor <= 1.0 )
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// using iron sights or other 1x sights
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fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON;
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else
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// must be using a scope
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fLaserBonus = gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE;
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// light level influences how easy it is to spot the laser dot on the target
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FLOAT fBrightnessModifier = 1.0 - ( (FLOAT)(bLightLevel - SHADE_MAX) / (FLOAT)(SHADE_MIN - SHADE_MAX) );
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// laser fully efficient
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if ( gCTHDisplay.iBestLaserRange > d2DDistance )
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// apply full bonus
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iBasicAperture = iBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier)) / 100);
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else
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{
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// beyond BestLaserRange laser bonus drops linearly to 0
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FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - gCTHDisplay.iBestLaserRange);
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// apply partial bonus
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iBasicAperture = iBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier * fEffectiveLaserRatio)) / 100);
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}
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}
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}
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}
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// Next, find out how large the aperture can be around the target, given range. The further the target is, the
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// larger the aperture can be.
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iDistanceAperture = iBasicAperture * (d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
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