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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
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@@ -1989,10 +1989,10 @@ void AssignSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLevel )
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}
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}
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if( gSkillTraitValues.ubRAAimClicksAdded != 0 )
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if( gSkillTraitValues.ubRAAimClicksAdded != 0 )
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{
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{
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if( gSkillTraitValues.ubRAAimClicksAdded == 1 && !fExpertLevel )
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if( (gSkillTraitValues.ubRAAimClicksAdded >= 2 && !fExpertLevel) || (gSkillTraitValues.ubRAAimClicksAdded == 1 && fExpertLevel) )
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1)));
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
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else
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else
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1)));
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
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wcscat( apStr, atStr );
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wcscat( apStr, atStr );
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}
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}
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@@ -7407,10 +7407,10 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
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}
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}
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if( gSkillTraitValues.ubRAAimClicksAdded != 0 )
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if( gSkillTraitValues.ubRAAimClicksAdded != 0 )
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{
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{
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if( gSkillTraitValues.ubRAAimClicksAdded == 1 && !fExpertLevel )
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if( (gSkillTraitValues.ubRAAimClicksAdded >= 2 && !fExpertLevel) || (gSkillTraitValues.ubRAAimClicksAdded == 1 && fExpertLevel) )
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1)));
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
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else
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else
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1)));
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swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
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wcscat( apStr, atStr );
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wcscat( apStr, atStr );
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}
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}
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+5
-5
@@ -10471,7 +10471,7 @@ INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
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if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL )
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if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL )
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ubSkillModifier -= gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT );
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ubSkillModifier -= gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT );
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else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN )
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else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN )
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ubSkillModifier -= gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
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ubSkillModifier -= (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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else
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else
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ubSkillModifier -= gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT );
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ubSkillModifier -= gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT );
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}
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}
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@@ -13328,9 +13328,9 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
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// silversurfer added this - STOMP traits - Ranger bonus aim clicks
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// silversurfer added this - STOMP traits - Ranger bonus aim clicks
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
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{
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{
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maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ));
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maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ));
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aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ));
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maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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}
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}
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}
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}
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else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1))
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else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1))
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@@ -13527,7 +13527,7 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
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if ( weaponType == GUN_SHOTGUN &&
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if ( weaponType == GUN_SHOTGUN &&
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gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
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gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
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{
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{
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aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ));
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aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
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}
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}
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// SANDRO - if using alternative weapon holding, we reduce the aim levels available
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// SANDRO - if using alternative weapon holding, we reduce the aim levels available
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