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
This commit is contained in:
silversurfer
2015-02-28 17:08:37 +00:00
parent f6f19d01cd
commit 4b70b1e400
16 changed files with 166 additions and 46 deletions
+8 -1
View File
@@ -963,14 +963,21 @@ UINT16 GunRange( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier ) // SANDRO - added a
rng = (usRange * GetPercentRangeBonus(pObj))/10000;
rng += GetRangeBonus(pObj);
// SANDRO - STOMP traits - Gunslinger bonus range with pistols
// SANDRO - STOMP traits
if ( pSoldier != NULL && Item[ pObj->usItem ].usItemClass & IC_GUN )
{
// Gunslinger bonus range with pistols
if ((Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL || Weapon[ pObj->usItem ].ubWeaponType == GUN_M_PISTOL) &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) )
{
rng += (rng * gSkillTraitValues.ubGSEffectiveRangeBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) / 100 );
}
// Ranger bonus range with shotguns
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{
rng += (rng * gSkillTraitValues.ubRAEffectiveRangeBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 100 );
}
}
return rng;