mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Convert SOLDIERTYPE::ubTargetID to SoldierID
This commit is contained in:
+3
-3
@@ -4907,7 +4907,7 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
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ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) );
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if (pFirer->ubTargetID != NOBODY)
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{
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MercPtrs[ pFirer->ubTargetID ]->bNumPelletsHitBy = 0;
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pFirer->ubTargetID->bNumPelletsHitBy = 0;
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}
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}
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weapon=NULL;
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@@ -5435,7 +5435,7 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
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ubImpact = (UINT8) (ubImpact * AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageMultiplier / max(1,AmmoTypes[weapon->gun.ubGunAmmoType].multipleBulletDamageDivisor) );
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if (pFirer->ubTargetID != NOBODY)
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{
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MercPtrs[ pFirer->ubTargetID ]->bNumPelletsHitBy = 0;
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pFirer->ubTargetID->bNumPelletsHitBy = 0;
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}
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}
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weapon=NULL;
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@@ -6951,7 +6951,7 @@ INT8 ChanceToGetThrough(SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dE
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// sevenfm: additionally initialize usAttackingWeapon, ubTargetID, bDoBurst and bDoAutofire which are used by FireBulletGivenTarget()
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UINT16 oldAttackingWeapon = pFirer->usAttackingWeapon;
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UINT8 oldAttackingHand = pFirer->ubAttackingHand;
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UINT8 oldTargetID = pFirer->ubTargetID;
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SoldierID oldTargetID = pFirer->ubTargetID;
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INT8 oldBurst = pFirer->bDoBurst;
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INT8 oldAutofire = pFirer->bDoAutofire;
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@@ -9676,7 +9676,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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pTarget = NULL;
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if (pSoldier->ubTargetID != NOBODY)
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{
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pTarget = MercPtrs[ pSoldier->ubTargetID ];
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pTarget = pSoldier->ubTargetID;
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}
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// Flugente 18-07-22: commenting this out - it doesn't do harm in realtime, and is more realistic
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+37
-37
@@ -1557,7 +1557,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( pSoldier->bTeam != gbPlayerNum )
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{
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// only locate if the enemy is visible or he's aiming at a player
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if ( pSoldier->bVisible != -1 || (pSoldier->ubTargetID != NOBODY && MercPtrs[ pSoldier->ubTargetID ]->bTeam == gbPlayerNum) )
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if ( pSoldier->bVisible != -1 || (pSoldier->ubTargetID != NOBODY && pSoldier->ubTargetID->bTeam == gbPlayerNum) )
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{
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LocateGridNo( pSoldier->sTargetGridNo );
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}
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@@ -4043,13 +4043,13 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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else if ( pSoldier->bVisible == TRUE )
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{
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// We were a visible enemy, say laugh!
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if ( Random(3) == 0 && !CREATURE_OR_BLOODCAT( MercPtrs[ ubAttacker ] ) )
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if ( Random(3) == 0 && !CREATURE_OR_BLOODCAT( ubAttacker ) )
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{
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// if the attacker was from the same team, play a curse, otherwise play a laugh
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if ( MercPtrs[ubAttacker]->bSide == pSoldier->bSide )
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MercPtrs[ubAttacker]->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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if ( ubAttacker->bSide == pSoldier->bSide )
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ubAttacker->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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else
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MercPtrs[ ubAttacker ]->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
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ubAttacker->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
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}
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}
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}
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@@ -4061,7 +4061,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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// militia also now track kills...
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if ( ubAttacker != NOBODY )
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{
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if ( MercPtrs[ ubAttacker ]->bTeam == gbPlayerNum )
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if ( ubAttacker->bTeam == gbPlayerNum )
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{
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// increment kills
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/////////////////////////////////////////////////////////////////////////////////////
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@@ -4069,43 +4069,43 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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switch(pSoldier->ubSoldierClass)
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{
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case SOLDIER_CLASS_ROBOT:
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsOthers++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
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break;
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case SOLDIER_CLASS_ELITE :
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsElites++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsElites++;
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break;
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case SOLDIER_CLASS_ARMY :
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsRegulars++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsRegulars++;
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break;
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case SOLDIER_CLASS_ADMINISTRATOR :
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsAdmins++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsAdmins++;
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break;
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case SOLDIER_CLASS_CREATURE :
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsCreatures++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsCreatures++;
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break;
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case SOLDIER_CLASS_ZOMBIE :
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsZombies++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsZombies++;
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break;
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case SOLDIER_CLASS_BANDIT:
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gMercProfiles[MercPtrs[ubAttacker]->ubProfile].records.usKillsOthers++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
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break;
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default :
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if ( CREATURE_OR_BLOODCAT( pSoldier ) )
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsCreatures++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsCreatures++;
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else if ( ARMED_VEHICLE( pSoldier ) )
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsTanks++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsTanks++;
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else if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && pSoldier->bSide != gbPlayerNum )
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsHostiles++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsHostiles++;
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else
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{
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gMercProfiles[ MercPtrs[ ubAttacker ]->ubProfile ].records.usKillsOthers++;
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gMercProfiles[ ubAttacker->ubProfile ].records.usKillsOthers++;
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// Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians
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if (gGameExternalOptions.fDynamicOpinions && pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == MercPtrs[ubAttacker]->bSide) )
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if (gGameExternalOptions.fDynamicOpinions && pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == ubAttacker->bSide) )
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{
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// not for killing animals though...
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if ( pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW )
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HandleDynamicOpinionChange( MercPtrs[ubAttacker], OPINIONEVENT_CIVKILLER, TRUE, TRUE );
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HandleDynamicOpinionChange( ubAttacker, OPINIONEVENT_CIVKILLER, TRUE, TRUE );
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}
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}
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break;
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@@ -4117,61 +4117,61 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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// Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians
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if (gGameExternalOptions.fDynamicOpinions)
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{
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if (pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == MercPtrs[ubAttacker]->bSide))
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if (pSoldier->bTeam != OUR_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == ubAttacker->bSide))
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{
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// not for killing animals though...
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if (pSoldier->ubBodyType != CROW && pSoldier->ubBodyType != COW)
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HandleDynamicOpinionChange(MercPtrs[ubAttacker], OPINIONEVENT_CIVKILLER, TRUE, TRUE);
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HandleDynamicOpinionChange(ubAttacker, OPINIONEVENT_CIVKILLER, TRUE, TRUE);
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}
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else
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{
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// if this enemy was attacking a freshly wounded merc, it is likely they posed a real threat - the merc will be thankful for saving their life
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if (pSoldier->ubTargetID != NOBODY && MercPtrs[pSoldier->ubTargetID]->bBleeding > 10)
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if (pSoldier->ubTargetID != NOBODY && pSoldier->ubTargetID->bBleeding > 10)
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{
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AddOpinionEvent(MercPtrs[pSoldier->ubTargetID]->ubProfile, MercPtrs[ubAttacker]->ubProfile, OPINIONEVENT_BATTLE_SAVIOUR);
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AddOpinionEvent(pSoldier->ubTargetID->ubProfile, ubAttacker->ubProfile, OPINIONEVENT_BATTLE_SAVIOUR);
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}
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else
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{
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// complain about a fragthief, or thank for assistance - correct event is chosen internally
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HandleDynamicOpinionChange(MercPtrs[ubAttacker], OPINIONEVENT_FRAGTHIEF, TRUE, TRUE);
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HandleDynamicOpinionChange(ubAttacker, OPINIONEVENT_FRAGTHIEF, TRUE, TRUE);
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}
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}
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}
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}
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else if ( MercPtrs[ ubAttacker ]->bTeam == MILITIA_TEAM )
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else if ( ubAttacker->bTeam == MILITIA_TEAM )
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{
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// get a kill! 2 points!
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MercPtrs[ ubAttacker ]->ubMilitiaKills += 1;
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ubAttacker->ubMilitiaKills += 1;
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}
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}
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if ( ubAssister != NOBODY && ubAssister != ubAttacker )
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{
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if ( MercPtrs[ ubAssister ]->bTeam == gbPlayerNum )
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if ( ubAssister->bTeam == gbPlayerNum )
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{
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/////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - new mercs' records
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if( MercPtrs[ ubAttacker ] != NULL )
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if( ubAttacker != NOBODY )
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{
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if( MercPtrs[ ubAttacker ]->bTeam == gbPlayerNum )
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gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsMercs++;
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else if ( MercPtrs[ ubAttacker ]->bTeam == MILITIA_TEAM )
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gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsMilitia++;
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if( ubAttacker->bTeam == gbPlayerNum )
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gMercProfiles[ ubAssister->ubProfile ].records.usAssistsMercs++;
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else if ( ubAttacker->bTeam == MILITIA_TEAM )
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gMercProfiles[ ubAssister->ubProfile ].records.usAssistsMilitia++;
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else
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gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsOthers++;
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gMercProfiles[ ubAssister->ubProfile ].records.usAssistsOthers++;
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}
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else
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{
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gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].records.usAssistsOthers++;
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gMercProfiles[ ubAssister->ubProfile ].records.usAssistsOthers++;
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}
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//gMercProfiles[ MercPtrs[ ubAssister ]->ubProfile ].usAssists++;
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//gMercProfiles[ ubAssister->ubProfile ].usAssists++;
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/////////////////////////////////////////////////////////////////////////////////////
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}
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else if ( MercPtrs[ ubAssister ]->bTeam == MILITIA_TEAM )
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else if ( ubAssister->bTeam == MILITIA_TEAM )
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{
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// get an assist - 1 points
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MercPtrs[ubAssister]->ubMilitiaAssists += 1;
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ubAssister->ubMilitiaAssists += 1;
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}
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}
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/*
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@@ -16044,12 +16044,12 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT16 ubObserverID )
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if ( this->sSectorX == gWorldSectorX && this->sSectorY == gWorldSectorY && this->bSectorZ == gbWorldSectorZ )
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{
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// are we targeting a buddy of our observer?
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if ( this->ubTargetID != NOBODY && MercPtrs[this->ubTargetID] && MercPtrs[this->ubTargetID]->bTeam == pSoldier->bTeam )
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if ( this->ubTargetID < NOBODY && this->ubTargetID->bTeam == pSoldier->bTeam )
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{
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// if we are aiming at a soldier, others will notice our intent... not covert!
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if ( WeaponReady( this ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), MercPtrs[this->ubTargetID]->GetName() );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), this->ubTargetID->GetName() );
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return FALSE;
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}
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}
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@@ -1406,7 +1406,7 @@ public:
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INT8 bBlockedByAnotherMercDirection;
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UINT16 usAttackingWeapon;
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INT8 bWeaponMode;
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UINT16 ubTargetID;
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SoldierID ubTargetID;
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INT8 bAIScheduleProgress;
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INT32 sOffWorldGridNo;
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struct TAG_anitile *pAniTile;
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@@ -1713,7 +1713,7 @@ SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam )
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// Set insertion gridNo
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pNewSoldier->sInsertionGridNo = sOldGridNo;
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pNewSoldier->sInsertionGridNo = sOldGridNo;
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if ( gfPotentialTeamChangeDuringDeath )
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{
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+12
-12
@@ -2807,7 +2807,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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// HEADROCK: Actually, it's 1 for the first shot. Works fine regardless though.
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// HEADROCK HAM 4: Extra experience gain now given when the target is hit. This part only gives basic points
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// for the attack (FAILURE type).
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if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ pSoldier->ubTargetID ], pSoldier->bAimShotLocation ) > 0 ) )
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if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pSoldier->ubTargetID, pSoldier->bAimShotLocation ) > 0 ) )
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{
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// add base pts for taking a shot, whether it hits or misses
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dExpGain = 2.0f;
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@@ -2818,11 +2818,11 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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dExpGain = (dExpGain * 2) / 3;
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}
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if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
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if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
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{
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dExpGain /= 2;
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}
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else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
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else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
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{
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// no exp from shooting a vehicle that you can't damage and can't move!
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dExpGain = 0;
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@@ -2856,11 +2856,11 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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// add base pts for taking a shot, whether it hits or misses
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dExpGain = 5.0f;
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if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
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if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
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{
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dExpGain /= 2;
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}
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else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
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else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
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{
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// no exp from shooting a vehicle that you can't damage and can't move!
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dExpGain = 0;
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@@ -3535,7 +3535,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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}
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// NB bDoBurst will be 2 at this point for the first shot since it was incremented
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// above
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if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ pSoldier->ubTargetID ], pSoldier->bAimShotLocation ) > 0 ) )
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if ( PTR_OURTEAM && pSoldier->ubTargetID != NOBODY && (!pSoldier->bDoBurst || pSoldier->bDoBurst == 2 ) && (gTacticalStatus.uiFlags & INCOMBAT ) && ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pSoldier->ubTargetID, pSoldier->bAimShotLocation ) > 0 ) )
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{
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if ( fGonnaHit )
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{
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@@ -3562,11 +3562,11 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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usExpGain = (usExpGain * 2) / 3;
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}
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if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
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if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
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{
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usExpGain /= 2;
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}
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else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
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else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
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{
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// no exp from shooting a vehicle that you can't damage and can't move!
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usExpGain = 0;
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@@ -3632,11 +3632,11 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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// add base pts for taking a shot, whether it hits or misses
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usExpGain += 10;
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|
||||
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
|
||||
if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
|
||||
{
|
||||
usExpGain /= 2;
|
||||
}
|
||||
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
|
||||
else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
|
||||
{
|
||||
// no exp from shooting a vehicle that you can't damage and can't move!
|
||||
usExpGain = 0;
|
||||
@@ -4134,11 +4134,11 @@ BOOLEAN UseBlade( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
|
||||
// add base pts for taking a shot, whether it hits or misses
|
||||
usExpGain += 10;
|
||||
|
||||
if ( MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == COW || MercPtrs[ pSoldier->ubTargetID ]->ubBodyType == CROW )
|
||||
if ( pSoldier->ubTargetID->ubBodyType == COW || pSoldier->ubTargetID->ubBodyType == CROW )
|
||||
{
|
||||
usExpGain /= 2;
|
||||
}
|
||||
else if ( MercPtrs[ pSoldier->ubTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( MercPtrs[ pSoldier->ubTargetID ] ) || TANK( MercPtrs[ pSoldier->ubTargetID ] ) )
|
||||
else if ( pSoldier->ubTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT( pSoldier->ubTargetID ) || TANK( pSoldier->ubTargetID ) )
|
||||
{
|
||||
// no exp from shooting a vehicle that you can't damage and can't move!
|
||||
usExpGain = 0;
|
||||
|
||||
Reference in New Issue
Block a user