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Improved Random Stats Feature (by Buggler)
- Added random starting salaries in Ja2_options.ini - Added more options for random stats & tweaked existing formula git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6070 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+165
-52
@@ -50,6 +50,7 @@
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#include "strategic.h"
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#include "strategicmap.h" // added by SANDRO
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#include "drugs and alcohol.h" // added by Flugente
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#include "Campaign.h"
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#endif
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#include "aim.h"
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@@ -96,7 +97,9 @@ extern UINT8 gubItemDroppableFlag[NUM_INV_SLOTS];
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//Random Stats
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RANDOM_STATS_VALUES gRandomStatsValue[NUM_PROFILES];
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void RandomStats ();
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void RandomStats();
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void RandomStartSalary();
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INT8 gbSkillTraitBonus[NUM_SKILLTRAITS_OT] =
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{
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@@ -425,75 +428,182 @@ BOOLEAN LoadNewSystemMercsToSaveGameFile( HWFILE hFile )
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}
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//Random stats
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void RandomStats ()
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void RandomStats()
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{
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UINT32 cnt;
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INT8 bBaseAttribute = 0;
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MERCPROFILESTRUCT * pProfile;
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UINT8 Exp = gGameExternalOptions.ubMercRandomExpRange;
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UINT8 Stats = gGameExternalOptions.ubMercRandomStatsRange;
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for ( cnt = 0; cnt < NUM_PROFILES; cnt++ )
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{
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if (gGameExternalOptions.fMercRandomStats == TRUE && gRandomStatsValue[cnt].Enabled)
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// not randomizing
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if ( gGameExternalOptions.ubMercRandomStats == 0 )
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return;
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// full stats random for all soldierIDs
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else if ( gGameExternalOptions.ubMercRandomStats == 1 )
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{
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for ( cnt = 0; cnt < NUM_PROFILES; cnt++ )
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{
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bBaseAttribute = gRandomStatsValue[cnt].BaseAttribute + ( 4 * gRandomStatsValue[cnt].ExpLevel );
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pProfile = &(gMercProfiles[cnt]);
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pProfile->bExpLevel = gRandomStatsValue[cnt].ExpLevel;
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// Buggler: +/- random range will be limited due to proximity to min/max allowed value, slightly different for EXP as can ignore 0
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pProfile->bExpLevel += Random( 2 * min( Exp, min( 9 - pProfile->bExpLevel, pProfile->bExpLevel - 1 ) ) + 1 ) - min( Exp, min( 9 - pProfile->bExpLevel, pProfile->bExpLevel - 1 ) );
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pProfile->bLifeMax += Random( 2 * min( Stats, min( 100 - pProfile->bLifeMax, max( 0, pProfile->bLifeMax - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bLifeMax, max( 0, pProfile->bLifeMax - 1 ) ) );
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pProfile->bLife = pProfile->bLifeMax;
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pProfile->bAgility += Random( 2 * min( Stats, min( 100 - pProfile->bAgility, max( 0, pProfile->bAgility - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bAgility, max( 0, pProfile->bAgility - 1 ) ) );
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pProfile->bDexterity += Random( 2 * min( Stats, min( 100 - pProfile->bDexterity, max( 0, pProfile->bDexterity - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bDexterity, max( 0, pProfile->bDexterity - 1 ) ) );
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pProfile->bStrength += Random( 2 * min( Stats, min( 100 - pProfile->bStrength, max( 0, pProfile->bStrength - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bStrength, max( 0, pProfile->bStrength - 1 ) ) );
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pProfile->bLeadership += Random( 2 * min( Stats, min( 100 - pProfile->bLeadership, max( 0, pProfile->bLeadership - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bLeadership, max( 0, pProfile->bLeadership - 1 ) ) );
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pProfile->bWisdom += Random( min( Stats, 2 * min( 100 - pProfile->bWisdom, max( 0, pProfile->bWisdom - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bWisdom, max( 0, pProfile->bWisdom - 1 ) ) );
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pProfile->bMarksmanship += Random( 2 * min( Stats, min( 100 - pProfile->bMarksmanship, max( 0, pProfile->bMarksmanship - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bMarksmanship, max( 0, pProfile->bMarksmanship - 1 ) ) );
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pProfile->bMechanical += Random( 2 * min( Stats, min( 100 - pProfile->bMechanical, max( 0, pProfile->bMechanical - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bMechanical, max( 0, pProfile->bMechanical - 1 ) ) );
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pProfile->bExplosive += Random( 2 * min( Stats, min( 100 - pProfile->bExplosive, max( 0, pProfile->bExplosive - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bExplosive, max( 0, pProfile->bExplosive - 1 ) ) );
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pProfile->bMedical += Random( 2 * min( Stats, min( 100 - pProfile->bMedical, max( 0, pProfile->bMedical - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bMedical, max( 0, pProfile->bMedical - 1 ) ) );
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}
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}
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if ( gRandomStatsValue[cnt].RandomLife == TRUE )
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// partial stats random based on XML stat tag
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else if ( gGameExternalOptions.ubMercRandomStats == 2 )
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{
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for ( cnt = 0; cnt < NUM_PROFILES; cnt++ )
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{
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if ( gRandomStatsValue[cnt].Enabled )
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{
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pProfile->bLifeMax = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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pProfile->bLife = pProfile->bLifeMax;
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}
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pProfile = &(gMercProfiles[cnt]);
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if ( gRandomStatsValue[cnt].RandomAgility == TRUE )
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{
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pProfile->bAgility = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomExpLevel == TRUE )
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pProfile->bExpLevel += Random( 2 * min( Exp, min( 9 - pProfile->bExpLevel, pProfile->bExpLevel - 1 ) ) + 1 ) - min( Exp, min( 9 - pProfile->bExpLevel, pProfile->bExpLevel - 1 ) );
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if ( gRandomStatsValue[cnt].RandomLife == TRUE )
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pProfile->bLifeMax += Random( 2 * min( Stats, min( 100 - pProfile->bLifeMax, max( 0, pProfile->bLifeMax - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bLifeMax, max( 0, pProfile->bLifeMax - 1 ) ) );
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pProfile->bLife = pProfile->bLifeMax;
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if ( gRandomStatsValue[cnt].RandomAgility == TRUE )
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pProfile->bAgility += Random( 2 * min( Stats, min( 100 - pProfile->bAgility, max( 0, pProfile->bAgility - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bAgility, max( 0, pProfile->bAgility - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomLeadership == TRUE )
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{
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pProfile->bLeadership = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomDexterity == TRUE )
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{
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pProfile->bDexterity = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomWisdom == TRUE )
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{
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pProfile->bWisdom = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomMarksmanship == TRUE )
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{
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pProfile->bMarksmanship = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomMedical == TRUE )
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{
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pProfile->bMedical = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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if ( gRandomStatsValue[cnt].RandomDexterity == TRUE )
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pProfile->bDexterity += Random( 2 * min( Stats, min( 100 - pProfile->bDexterity, max( 0, pProfile->bDexterity - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bDexterity, max( 0, pProfile->bDexterity - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomStrength == TRUE )
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pProfile->bStrength += Random( 2 * min( Stats, min( 100 - pProfile->bStrength, max( 0, pProfile->bStrength - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bStrength, max( 0, pProfile->bStrength - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomLeadership == TRUE )
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pProfile->bLeadership += Random( 2 * min( Stats, min( 100 - pProfile->bLeadership, max( 0, pProfile->bLeadership - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bLeadership, max( 0, pProfile->bLeadership - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomWisdom == TRUE )
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pProfile->bWisdom += Random( min( Stats, 2 * min( 100 - pProfile->bWisdom, max( 0, pProfile->bWisdom - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bWisdom, max( 0, pProfile->bWisdom - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomMarksmanship == TRUE )
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pProfile->bMarksmanship += Random( 2 * min( Stats, min( 100 - pProfile->bMarksmanship, max( 0, pProfile->bMarksmanship - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bMarksmanship, max( 0, pProfile->bMarksmanship - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomMechanical == TRUE )
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pProfile->bMechanical += Random( 2 * min( Stats, min( 100 - pProfile->bMechanical, max( 0, pProfile->bMechanical - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bMechanical, max( 0, pProfile->bMechanical - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomExplosive == TRUE )
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pProfile->bExplosive += Random( 2 * min( Stats, min( 100 - pProfile->bExplosive, max( 0, pProfile->bExplosive - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bExplosive, max( 0, pProfile->bExplosive - 1 ) ) );
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if ( gRandomStatsValue[cnt].RandomMedical == TRUE )
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pProfile->bMedical += Random( 2 * min( Stats, min( 100 - pProfile->bMedical, max( 0, pProfile->bMedical - 1 ) ) ) + 1 ) - min( Stats, min( 100 - pProfile->bMedical, max( 0, pProfile->bMedical - 1 ) ) );
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}
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if ( gRandomStatsValue[cnt].RandomMechanical == TRUE )
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{
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pProfile->bMechanical = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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}
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}
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if ( gRandomStatsValue[cnt].RandomExplosive == TRUE )
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// Buggler: tweaked Jazz's random code
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else if ( gGameExternalOptions.ubMercRandomStats == 3 )
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{
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for ( cnt = 0; cnt < NUM_PROFILES; cnt++ )
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{
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if ( gRandomStatsValue[cnt].Enabled )
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{
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pProfile->bExplosive = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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pProfile = &(gMercProfiles[cnt]);
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if ( gRandomStatsValue[cnt].RandomStrength == TRUE )
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{
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pProfile->bStrength = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomExpLevel == TRUE )
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pProfile->bExpLevel += Random( 2 * min( Exp, min( 9 - pProfile->bExpLevel, pProfile->bExpLevel - 1 ) ) + 1 ) - min( Exp, min( 9 - pProfile->bExpLevel, pProfile->bExpLevel - 1 ) );
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bBaseAttribute = gRandomStatsValue[cnt].BaseAttribute + ( 4 * pProfile->bExpLevel );
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if ( gRandomStatsValue[cnt].RandomLife == TRUE )
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{
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pProfile->bLifeMax = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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pProfile->bLife = pProfile->bLifeMax;
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}
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if ( gRandomStatsValue[cnt].RandomAgility == TRUE )
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{
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pProfile->bAgility = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomDexterity == TRUE )
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{
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pProfile->bDexterity = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomStrength == TRUE )
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{
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pProfile->bStrength = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomLeadership == TRUE )
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{
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pProfile->bLeadership = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomWisdom == TRUE )
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{
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pProfile->bWisdom = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomMarksmanship == TRUE )
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{
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pProfile->bMarksmanship = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomMechanical == TRUE )
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{
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pProfile->bMechanical = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomExplosive == TRUE )
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{
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pProfile->bExplosive = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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if ( gRandomStatsValue[cnt].RandomMedical == TRUE )
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{
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pProfile->bMedical = (bBaseAttribute + Random( 9 ) + Random( 8 ));
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}
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}
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}
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}
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}
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void RandomStartSalary()
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{
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UINT32 cnt;
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MERCPROFILESTRUCT * pProfile;
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// Buggler: random starting salary
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if ( gGameExternalOptions.fMercRandomStartSalary == TRUE )
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{
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UINT8 SalaryPercentMod = gGameExternalOptions.ubMercRandomStartSalaryPercentMod;
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FLOAT SalaryMod;
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for ( cnt = 0; cnt < NUM_PROFILES; cnt++ )
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{
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pProfile = &(gMercProfiles[cnt]);
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SalaryMod = 1 + ( (FLOAT) Random ( 2 * SalaryPercentMod + 1 ) - (FLOAT) SalaryPercentMod ) / 100;
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// random non-zero salary
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if ( pProfile->sSalary |= 0 )
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pProfile->sSalary = RoundOffSalary( (UINT32)( pProfile->sSalary * SalaryMod ) );
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if ( pProfile->uiWeeklySalary |= 0 )
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pProfile->uiWeeklySalary = RoundOffSalary( (UINT32)( pProfile->uiWeeklySalary * SalaryMod ) );
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if ( pProfile->uiBiWeeklySalary |= 0 )
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pProfile->uiBiWeeklySalary = RoundOffSalary( (UINT32)( pProfile->uiBiWeeklySalary * SalaryMod ) );
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if ( pProfile->sTrueSalary |= 0 )
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pProfile->sTrueSalary = RoundOffSalary( (UINT32)( pProfile->sTrueSalary * SalaryMod ) );
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}
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}
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}
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// WANNE - BMP: DONE!
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BOOLEAN LoadMercProfiles(void)
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{
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@@ -931,6 +1041,9 @@ for( int i = 0; i < NUM_PROFILES; i++ )
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// ---------------
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RandomStats (); //random stats by Jazz
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// Buggler: random starting salary
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RandomStartSalary ();
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// decide which terrorists are active
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DecideActiveTerrorists();
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@@ -2712,4 +2825,4 @@ INT8 ProfileHasSkillTrait( INT32 ubProfileID, INT8 bSkillTrait )
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else
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return ( bNumTraits );
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}
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}
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}
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