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- new feature: backgrounds allow more personalisation of mercenaries
- background feature replaces overheating on startup screen, moved overheating opion to ini WARNING: GameDir revision >= 1748 is required. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6353 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+8
-4
@@ -520,7 +520,11 @@ INT8 GetSightAdjustmentCamouflageOnTerrain( SOLDIERTYPE* pSoldier, const UINT8&
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INT8 scaler = -(ANIM_STAND+1 - ubStance); // stand = 7-6 => 10%, crouch = 7-3 => 66%, prone = 7-1 => 100%;
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scaler = gGameExternalOptions.ubCamouflageEffectiveness * scaler / 6;
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UINT8 effectiveness = gGameExternalOptions.ubCamouflageEffectiveness;
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effectiveness += (UINT8)(pSoldier->GetBackgroundValue(BG_PERC_CAMO));
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scaler = effectiveness * scaler / 6;
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switch(ubTerrainType) {
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case LOW_GRASS:
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@@ -5805,7 +5809,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
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///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
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INT16 iOverheatReliabilityMalus = 0;
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// Flugente: Increase Weapon Temperature
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if ( gGameOptions.fWeaponOverheating )
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if ( gGameExternalOptions.fWeaponOverheating )
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{
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FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObj ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
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@@ -5847,8 +5851,8 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
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int condition = (*pObj)[0]->data.gun.bGunStatus;
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int invertedBaseJamChance = condition + (reliability * 2) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * 1;
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// Flugente FTW 1: If overheating is allowed, a gun will be prone to more overheating if its temperature is high
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if ( gGameOptions.fWeaponOverheating )
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// Flugente: If overheating is allowed, a gun will be prone to more overheating if its temperature is high
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if ( gGameExternalOptions.fWeaponOverheating )
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{
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FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObj ); // how much above the gun's usOverheatingJamThreshold are we? ...
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