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This revision requires GameDir 1873 to work because of a new icon in ItemInfoAdvancedIcons.sti!!!
- Weapons.xml tags <bRecoilX> and <bRecoilY> are now FLOAT type values. This allows to differentiate weapons by smaller steps. - Items.xml tags <RecoilModifierX> and <RecoilModifierY> are now FLOAT types as well. - Items.xml tag <PercentRecoilModifier> will now be displayed in UDB advanced tab. - Item_Settings.ini has new modifiers for gun type specific <bRecoilX> and <bRecoilY>. This allows modders to quickly adjust recoil values for any gun type. - fixed UDB description for <RecoilModifierX> and <RecoilModifierY> - All recoil calculations now use FLOAT values for more precision. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6613 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2704,8 +2704,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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if(UsingNewCTHSystem() == true){
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do
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{
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INT8 bRecoilX = 0;
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INT8 bRecoilY = 0;
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pSoldier->bDoAutofire++;
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dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
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ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
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@@ -5306,8 +5304,6 @@ L_NEWAIM:
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if(UsingNewCTHSystem() == true){
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do
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{
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INT8 bRecoilX = 0;
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INT8 bRecoilY = 0;
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pSoldier->bDoAutofire++;
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dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
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ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
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