From 5b7f243ed9852aad00689a1fc7867f203872681d Mon Sep 17 00:00:00 2001 From: silversurfer Date: Sat, 25 Oct 2014 14:03:07 +0000 Subject: [PATCH] Change to # of aim clicks bonus for Ranger trait: The hunter now only gets POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS / 2 (rounded down) as bonus which is a compromise that was necessary after the revamp of shotguns by Strohmann in GameDir 2173. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7612 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Laptop/IMP Skill Trait.cpp | 6 +++--- Laptop/personnel.cpp | 6 +++--- Tactical/Items.cpp | 10 +++++----- 3 files changed, 11 insertions(+), 11 deletions(-) diff --git a/Laptop/IMP Skill Trait.cpp b/Laptop/IMP Skill Trait.cpp index e49e8515..dd24fc55 100644 --- a/Laptop/IMP Skill Trait.cpp +++ b/Laptop/IMP Skill Trait.cpp @@ -1989,10 +1989,10 @@ void AssignSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLevel ) } if( gSkillTraitValues.ubRAAimClicksAdded != 0 ) { - if( gSkillTraitValues.ubRAAimClicksAdded == 1 && !fExpertLevel ) - swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); + if( (gSkillTraitValues.ubRAAimClicksAdded >= 2 && !fExpertLevel) || (gSkillTraitValues.ubRAAimClicksAdded == 1 && fExpertLevel) ) + swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f)); else - swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); + swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f)); wcscat( apStr, atStr ); } diff --git a/Laptop/personnel.cpp b/Laptop/personnel.cpp index 62810526..2739b766 100644 --- a/Laptop/personnel.cpp +++ b/Laptop/personnel.cpp @@ -7407,10 +7407,10 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve } if( gSkillTraitValues.ubRAAimClicksAdded != 0 ) { - if( gSkillTraitValues.ubRAAimClicksAdded == 1 && !fExpertLevel ) - swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); + if( (gSkillTraitValues.ubRAAimClicksAdded >= 2 && !fExpertLevel) || (gSkillTraitValues.ubRAAimClicksAdded == 1 && fExpertLevel) ) + swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f)); else - swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); + swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f)); wcscat( apStr, atStr ); } diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index f0f156f0..9b70caf9 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -10471,7 +10471,7 @@ INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ) if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL ) ubSkillModifier -= gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) - ubSkillModifier -= gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); + ubSkillModifier -= (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f); else ubSkillModifier -= gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); } @@ -13328,9 +13328,9 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo) // silversurfer added this - STOMP traits - Ranger bonus aim clicks if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) ) { - maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); - aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); - maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); + maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f); + aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f); + maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f); } } else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1)) @@ -13527,7 +13527,7 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo) if ( weaponType == GUN_SHOTGUN && gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) ) { - aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); + aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f); } // SANDRO - if using alternative weapon holding, we reduce the aim levels available