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Fix: mouse position was not restored after a message box was closed
Modified the Ranger trait to make it more useful after loosing all survival bonuses: - aim click bonus for shotguns is now again 1 (hunter) or 2 (ranger) - new aim click bonus for rifles that is half the shotgun bonus. With the default value of "1" this means 0 for hunter and 1 for ranger. This does NOT stack with the sniper bonus! It's one or the other depending on which is higher. - new speed bonus to reloading single shells into shotguns - new range bonus for shotguns of 10% (hunter) or 20% (ranger) EDB now displays the trait modified values for: - Gun Range - Draw Cost git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7761 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+34
-20
@@ -10482,8 +10482,10 @@ INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
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if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL )
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ubSkillModifier -= gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT );
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else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN )
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ubSkillModifier -= (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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else
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ubSkillModifier -= gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
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else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE )
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ubSkillModifier -= __max( (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f), gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ) );
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else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE )
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ubSkillModifier -= gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT );
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}
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else
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@@ -13339,9 +13341,9 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
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// silversurfer added this - STOMP traits - Ranger bonus aim clicks
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
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{
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maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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maxAimForType += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
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aimLevels += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
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maxAimWithoutBipod += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
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}
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}
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else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1))
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@@ -13356,12 +13358,12 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
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aimLevels = 2;
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maxAimWithoutBipod = 3;
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// SANDRO - STOMP traits - Sniper bonus aim clicks
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
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// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
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if ( gGameOptions.fNewTraitSystem && weaponType == GUN_RIFLE )
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{
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maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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maxAimForType += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
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aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
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maxAimWithoutBipod += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
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}
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}
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else if (((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE) && weaponRange > 500) ||
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@@ -13370,12 +13372,22 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
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maxAimForType = 6;
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aimLevels = 3;
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maxAimWithoutBipod = 4;
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// SANDRO - STOMP traits - Sniper bonus aim clicks
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
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// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
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if ( gGameOptions.fNewTraitSystem )
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{
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maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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if( weaponType == GUN_RIFLE )
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{
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maxAimForType += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
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aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
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maxAimWithoutBipod += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
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}
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else if( weaponType == GUN_SN_RIFLE )
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{
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maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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}
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}
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}
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else if (weaponType == GUN_SN_RIFLE && weaponRange > 500)
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@@ -13520,11 +13532,13 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
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aimLevels += 2;
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}
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// SANDRO - STOMP traits - Sniper bonus aim clicks
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if ((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE || weaponType == GUN_SN_RIFLE) &&
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gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
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// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
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if (gGameOptions.fNewTraitSystem )
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{
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aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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if( weaponType == GUN_RIFLE )
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aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
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else if( weaponType == GUN_SN_RIFLE )
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aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
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}
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}
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// SANDRO - STOMP traits - Gunslinger bonus aim clicks
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@@ -13538,7 +13552,7 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
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if ( weaponType == GUN_SHOTGUN &&
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gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
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{
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aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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aimLevels += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
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}
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// SANDRO - if using alternative weapon holding, we reduce the aim levels available
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