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- updated NCTH targeting optics in Interface.cpp to use the same order and formulas as LOS.cpp. It's easier to read and compare this way.
- added scope effectiveness which defines the maximum magnification bonus a shooter can get using scopes. With the default settings a poor shooter like Juan will not benefit much from scopes while a good shooter will use the full potential. See also: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/330194/Re:_Cth/INI_Settings_for_new_s.html#Post330194 http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/330236/Re:_Cth/INI_Settings_for_new_s.html#Post330236 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6870 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -3161,6 +3161,11 @@ void LoadCTHConstants()
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gGameCTHConstants.GRAVITY_COEFFICIENT = iniReader.ReadFloat("General", "GRAVITY_COEFFICIENT", 1.0, 0.001f, 100.0);
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gGameCTHConstants.VERTICAL_BIAS = iniReader.ReadFloat("General", "VERTICAL_BIAS", 1.0f, 0.01f, 2.0f);
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gGameCTHConstants.SCOPE_RANGE_MULTIPLIER = iniReader.ReadFloat("General", "SCOPE_RANGE_MULTIPLIER", 0.7f, 0.5f, 1.5f);
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gGameCTHConstants.SCOPE_EFFECTIVENESS_MULTIPLIER = iniReader.ReadFloat("General", "SCOPE_EFFECTIVENESS_MULTIPLIER", 1.1f, 0.5f, 1.5f);
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gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM", 50, 0, 100);
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gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_RANGER = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_RANGER", 80, 0, 100);
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gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN", 90, 0, 100);
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gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = iniReader.ReadInteger("General", "SCOPE_EFFECTIVENESS_MINIMUM_SNIPER", 100, 0, 100);
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gGameCTHConstants.SIDE_FACING_DIVISOR = iniReader.ReadFloat("General", "SIDE_FACING_DIVISOR", 2.0, 1.0f, 10.0f);
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// HEADROCK HAM 5: Basic chance to lose condition point when firing
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gGameCTHConstants.BASIC_RELIABILITY_ODDS = iniReader.ReadInteger("General", "BASIC_RELIABILITY_ODDS", 15, 0, 100);
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@@ -1815,6 +1815,11 @@ typedef struct
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FLOAT GRAVITY_COEFFICIENT; // Changes the way gravity works in the game. Higher values mean bullets don't drop as quickly after reaching max range.
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FLOAT VERTICAL_BIAS; // This float can be used to reduce the chance of missing too far upwards or downwards (compared to left/right).
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FLOAT SCOPE_RANGE_MULTIPLIER; // Adjusts the minimum effective range of scopes
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FLOAT SCOPE_EFFECTIVENESS_MULTIPLIER; // This modifies the maximum effective magnification that is applied to the shooting aperture.
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UINT16 SCOPE_EFFECTIVENESS_MINIMUM; // Defines a minimum effectiveness level that every shooter gets. 0 = fully dynamic, no minimum, 100 = no skills required to use scopes
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UINT16 SCOPE_EFFECTIVENESS_MINIMUM_RANGER; // the minimum effectiveness for the ranger. He can reach more using the normal formula.
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UINT16 SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN; // the minimum effectiveness for the marksman. He can reach more using the normal formula.
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UINT16 SCOPE_EFFECTIVENESS_MINIMUM_SNIPER; // the minimum effectiveness for the sniper. He can reach more using the normal formula.
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FLOAT SIDE_FACING_DIVISOR; // Deals with a visual error in NCTH relating to shooting at a target who is facing directly perpendicular to the shooters facing.
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UINT16 BASIC_RELIABILITY_ODDS; // Determines the base chance to lose one condition point when firing a gun.
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+40
-28
@@ -297,6 +297,8 @@ UINT32 CalcUIMessageDuration( STR16 wString );
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// sevenfm: this function is needed to show cover in health bar
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extern void CalculateCoverForSoldier( SOLDIERTYPE* pForSoldier, const INT32& sTargetGridNo, const BOOLEAN& fRoof, INT8& bCover );
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extern FLOAT Distance2D( FLOAT dDeltaX, FLOAT dDeltaY );
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BOOLEAN InitializeFaceGearGraphics()
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{
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VOBJECT_DESC VObjectDesc;
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@@ -2693,6 +2695,8 @@ BOOLEAN DrawCTHIndicator()
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SOLDIERTYPE *pSoldier;
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GetSoldier( &pSoldier, gusSelectedSoldier );
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OBJECTTYPE* pWeapon = pSoldier->GetUsedWeapon( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
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// Create a Background Rect for us to draw our indicator on. With NCTH, the size and position of this rectangle
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// is equal exactly to the size of the tactical screen viewport. Unlike the OCTH indicator, the NCTH one can grow
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// so large as to fill the entire screen.
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@@ -2755,7 +2759,7 @@ BOOLEAN DrawCTHIndicator()
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FLOAT dDeltaY = dEndY - dStartY;
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// Calculate the distance of the shot, using Pythagorean Theorem
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DOUBLE d2DDistance = sqrt( (DOUBLE) (dDeltaX * dDeltaX + dDeltaY * dDeltaY ));
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DOUBLE d2DDistance = Distance2D( dDeltaX, dDeltaY );
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// Round it upwards.
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INT32 iDistance = (INT32) d2DDistance;
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if ( d2DDistance != iDistance )
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@@ -2764,11 +2768,6 @@ BOOLEAN DrawCTHIndicator()
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d2DDistance = (FLOAT) ( iDistance);
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}
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// Calculate the Distance Ratio. This will increase or decrease the size of the Shooting Aperture based
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// on both distance and Magnification Factor.
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FLOAT iDistanceRatio = (FLOAT)(d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
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FLOAT iFinalRatio = iDistanceRatio / gCTHDisplay.FinalMagFactor;
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///////////////////////////////////////////////////////////
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// Now we calculate the Aperture size. This is done using the same method as the shooting formula uses.
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@@ -2826,22 +2825,35 @@ BOOLEAN DrawCTHIndicator()
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}
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}
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// Calculate the Maximum Aperture. This is the margin of error for the "worst" shot we can have given the
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// target's actual distance. This will later be used to draw the Outer Circle around the target.
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FLOAT iMaxAperture = iBasicAperture * iDistanceRatio;
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// Next, find out how large the aperture can be around the target, given range. The further the target is, the
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// larger the aperture can be.
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FLOAT iDistanceAperture = iBasicAperture * (d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
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// Calculate the aperture for our shot by applying both distance and scope magnification (which work against each
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// other) to the size of a normal aperture.
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FLOAT iAperture = iBasicAperture * iFinalRatio;
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///////////////////////////////////////////////////////////////
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// To make things easier for us, we now calculate the Magnification Factor for this shot. A Mag Factor
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// is a divisor to the sway of the muzzle. It's about the same as multiplying CTH by a certain amount.
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// Note that both optical magnification devices (like scopes) and dot-projection devices (like lasers and
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// reflex sights) provide this sort of bonus.
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FLOAT iMagFactor = CalcMagFactor( pSoldier, pWeapon, d2DDistance, gCTHDisplay.iTargetGridNo, (UINT8)pSoldier->aiData.bAimTime );
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// Apply CTH to the aperture to find out how much smaller it's become thanks to skills and extra aiming.
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UINT8 actualPct = __min(gCTHDisplay.MuzzleSwayPercentage,99);
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iAperture = ((100 - actualPct) * iAperture) / 100;
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// Get effective mag factor for this shooter. This represents his ability to use scopes.
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FLOAT fEffectiveMagFactor = CalcEffectiveMagFactor( pSoldier, iMagFactor );
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// Next step is to apply scope/projection factor to decrease the size of the aperture. This gives us the "Max
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// Aperture" value - the size of the shooting circle if the gun is as unstable as possible.
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FLOAT iMaxAperture = iDistanceAperture / fEffectiveMagFactor;
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// We now use the Muzzle Sway value, calculated by the CTH formula, to decrease the size of the shot aperture.
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// It is used as a percentage: a 50% muzzle sway value gives a cone with half the maximum radius. A cone with
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// 0% Muzzle Sway is a single line with no width (meaning all shots will fly right down the center, and all will
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// hit the target), while a cone with 100% muzzle sway is as wide as possible.
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FLOAT iAperture = ( iMaxAperture * (100.0f - (FLOAT)gCTHDisplay.MuzzleSwayPercentage) / 100.0f);
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/////////////////////////////////////////////
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// Factor in Weapon "Effective Range".
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UINT16 sEffRange = Weapon[Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubClassIndex].usRange + GetRangeBonus(&(pSoldier->inv[ pSoldier->ubAttackingHand ]));
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FLOAT iRangeRatio = __max(1.0f, (FLOAT)(d2DDistance / sEffRange));
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FLOAT iDistanceRatio = (FLOAT)(d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
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/////////////////////////////////////////////
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// Factor in Gun Accuracy.
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@@ -2858,7 +2870,7 @@ BOOLEAN DrawCTHIndicator()
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// Since bullet dev is only affected by distance, we add it last as a flat modifier.
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iBasicAperture += iBulletDev;
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iMaxAperture += iBulletDev;
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iDistanceAperture += iBulletDev;
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iAperture += iBulletDev;
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// CHRISL: Moved here so we can base the cursor color on the iAperture value
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@@ -3076,7 +3088,7 @@ BOOLEAN DrawCTHIndicator()
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SetFont( TINYFONT1 );
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// Find coordinates, using full string ("X.X x")
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swprintf( pStr, L"%3.2f", iMaxAperture );
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swprintf( pStr, L"%3.2f", iDistanceAperture );
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FindFontCenterCoordinates( (INT16)MagRect.left, (INT16)MagRect.top-5, (INT16)MagRect.right-(INT16)MagRect.left, 5, pStr, TINYFONT1, &curX, &curY);
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// Find width of this string.
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UINT16 usTotalWidth = StringPixLength ( pStr, TINYFONT1 );
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@@ -3486,10 +3498,10 @@ BOOLEAN DrawCTHIndicator()
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sRight = gsVIEWPORT_END_X;
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sBottom = gsVIEWPORT_WINDOW_END_Y;
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INT16 lastY = 0;
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INT16 diffY = 0;
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UINT32 uiAperture = __max(2,(UINT32)iAperture);
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UINT32 uiMaxAperture = __max(2,(UINT32)iMaxAperture);
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// INT16 lastY = 0;
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// INT16 diffY = 0;
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// UINT32 uiAperture = __max(2,(UINT32)iAperture);
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// UINT32 uiMaxAperture = __max(2,(UINT32)iDistanceAperture);
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UINT32 uiApertureBarLength = 10;
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INT32 cnt = 0;
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@@ -3513,29 +3525,29 @@ BOOLEAN DrawCTHIndicator()
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FLOAT RADIANS_IN_CIRCLE = (FLOAT)(PI * 2);
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INT32 Circ = 0;
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Circ = (INT32)((iMaxAperture * RADIANS_IN_CIRCLE) * dVerticalBias);
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Circ = (INT32)((iDistanceAperture * RADIANS_IN_CIRCLE) * dVerticalBias);
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if(gGameSettings.fOptions[ TOPTION_CTH_CURSOR ])
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{
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// Draw outer circle
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for (INT32 iCurPoint = 0; iCurPoint < Circ; iCurPoint++)
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{
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curX = (INT16)(iMaxAperture * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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curY = (INT16)((iMaxAperture * dVerticalBias) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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curX = (INT16)(iDistanceAperture * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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curY = (INT16)((iDistanceAperture * dVerticalBias) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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INT16 firstX = curX;
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INT16 firstY = curY;
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DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBar );
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// Draw a border circle which is 1 point wider
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// curX = (INT16)((iMaxAperture+1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// curY = (INT16)(((iMaxAperture * dVerticalBias)+1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// curX = (INT16)((iDistanceAperture+1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// curY = (INT16)(((iDistanceAperture * dVerticalBias)+1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// if (curX != firstX || curY != firstY)
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// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
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// Draw a border circle which is 1 point narrower
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// curX = (INT16)((iMaxAperture-1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// curY = (INT16)(((iMaxAperture * dVerticalBias)-1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// curX = (INT16)((iDistanceAperture-1) * cos((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// curY = (INT16)(((iDistanceAperture * dVerticalBias)-1) * sin((iCurPoint * RADIANS_IN_CIRCLE)/Circ));
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// if (curX != firstX || curY != firstY)
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// DrawCTHPixelToBuffer( ptrBuf, uiPitch, sLeft, sTop, sRight, sBottom, sStartScreenX+curX, sStartScreenY+curY+(INT16)zOffset, usCApertureBorder );
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+46
-3
@@ -7601,18 +7601,20 @@ void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT
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// is a divisor to the sway of the muzzle. It's about the same as multiplying CTH by a certain amount.
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// Note that both optical magnification devices (like scopes) and dot-projection devices (like lasers and
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// reflex sights) provide this sort of bonus.
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FLOAT iMagFactor = CalcMagFactor( pShooter, pWeapon, d2DDistance, iTargetGridNo, (UINT8)pShooter->aiData.bAimTime );
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// Get effective mag factor for this shooter. This represents his ability to use scopes.
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FLOAT fEffectiveMagFactor = CalcEffectiveMagFactor( pShooter, iMagFactor );
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// Next step is to apply scope/projection factor to decrease the size of the aperture. This gives us the "Max
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// Aperture" value - the size of the shooting circle if the gun is as unstable as possible.
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iMaxAperture = iDistanceAperture / iMagFactor;
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iMaxAperture = iDistanceAperture / fEffectiveMagFactor;
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// We now use the Muzzle Sway value, calculated by the CTH formula, to decrease the size of the shot aperture.
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// It is used as a percentage: a 50% muzzle sway value gives a cone with half the maximum radius. A cone with
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// 0% Muzzle Sway is a single line with no width (meaning all shots will fly right down the center, and all will
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// hit the target), while a cone with 100% muzzle sway is as wide as possible.
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iAperture = (FLOAT)((iMaxAperture * uiMuzzleSway) / 100);
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iAperture = ((iMaxAperture * (FLOAT)uiMuzzleSway) / 100.0f);
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// Aperture ratio below is used for Experience Gain. The smaller the aperture, compared to the size of the
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// Distance Aperture, the more experience we get.
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@@ -7944,6 +7946,47 @@ FLOAT CalcMagFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2DDistan
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return iFinalMagFactor;
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}
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// silversurfer: Effectivity in using scopes is determined by this function. Good shooters can use the full potential of scopes.
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// Iron sights and reflex sights always provide full potential.
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FLOAT CalcEffectiveMagFactor( SOLDIERTYPE *pShooter, FLOAT fRealMagFactor )
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{
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// can't be a scope...
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if ( fRealMagFactor <= 1.0 )
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return fRealMagFactor;
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FLOAT fMaxEffectiveMagFactor = fRealMagFactor * gGameCTHConstants.SCOPE_EFFECTIVENESS_MULTIPLIER;
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FLOAT fFinalEffectiveFactor = 0.1;
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// new trait system grants special thresholds
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if ( gGameOptions.fNewTraitSystem )
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{
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// snipers have most training
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if ( NUM_SKILL_TRAITS( pShooter, SNIPER_NT ) == 2 )
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fFinalEffectiveFactor = fMaxEffectiveMagFactor * (FLOAT)gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_SNIPER / 100.0f;
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// marksmen also have sniper training but not as much
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else if ( NUM_SKILL_TRAITS( pShooter, SNIPER_NT ) == 1 )
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fFinalEffectiveFactor = fMaxEffectiveMagFactor * (FLOAT)gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN / 100.0f;
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// rangers have some scope training too
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else if ( NUM_SKILL_TRAITS( pShooter, RANGER_NT ) == 2 )
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fFinalEffectiveFactor = fMaxEffectiveMagFactor * (FLOAT)gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM_RANGER / 100.0f;
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}
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// this defines the minimum effective magnification any shooter gets
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FLOAT fFixedPart = fMaxEffectiveMagFactor * (FLOAT)gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM / 100.0f;
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// this is the variable part that is based on the shooters skills (experience and marksmanship)
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FLOAT fVariablePart = ( fMaxEffectiveMagFactor * (FLOAT)(100 - gGameCTHConstants.SCOPE_EFFECTIVENESS_MINIMUM) / 100.0f ) *
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( ( (FLOAT)EffectiveExpLevel( pShooter ) * 10.0f * gGameCTHConstants.AIM_EXP + (FLOAT)EffectiveMarksmanship( pShooter ) * gGameCTHConstants.AIM_MARKS ) /
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( gGameCTHConstants.AIM_EXP + gGameCTHConstants.AIM_MARKS ) / 100.0f );
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// now add them together and enforce limits
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fFinalEffectiveFactor = __min( fMaxEffectiveMagFactor, __max( fFixedPart + fVariablePart, fFinalEffectiveFactor ) );
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return fFinalEffectiveFactor;
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}
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// HEADROCK HAM 4: This function calculates and returns the maximum shot aperture as a radius to which the muzzle of
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// the gun might sway off the target center when the trigger is pulled.
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FLOAT CalcBasicAperture()
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@@ -226,6 +226,7 @@ extern INT32 GetSpreadPattern( OBJECTTYPE * pObj );
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// which completely redesigns the way we calculate and handle CTH for the purposes of firing weapons.
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void AdjustTargetCenterPoint( SOLDIERTYPE *pShooter, INT32 iTargetGridNo, FLOAT *dEndX, FLOAT *dEndY, FLOAT *dEndZ, OBJECTTYPE *pWeapon, UINT32 uiMuzzleSway, INT16 *sApertureRatio );
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FLOAT CalcMagFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2DDistance, INT32 iTargetGridNo, UINT8 ubAimTime );
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FLOAT CalcEffectiveMagFactor( SOLDIERTYPE *pShooter, FLOAT fRealMagFactor );
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FLOAT CalcProjectionFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2DDistance, UINT8 ubAimTime );
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FLOAT CalcBasicAperture();
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void CalcTargetMovementOffset( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, OBJECTTYPE *pWeapon, FLOAT *dMuzzleOffsetX, DOUBLE ddShootingAngle, INT32 iAperture );
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@@ -9032,14 +9032,18 @@ UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTim
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// distance to target
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FLOAT d2DDistance = (FLOAT) PythSpacesAway( pSoldier->sGridNo, sGridNo ) * (FLOAT) CELL_X_SIZE;
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// magnification (1.0 or higher if scope is used)
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FLOAT dMagFactor = CalcMagFactor( pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand]), d2DDistance, sGridNo, (UINT8)ubAimTime );
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// basic aperture that is equal for everyone
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FLOAT dBasicAperture = CalcBasicAperture( );
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// aperture at target distance without magnification
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FLOAT dAperture = dBasicAperture * (d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
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// magnification (1.0 or higher if scope is used)
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FLOAT dMagFactor = CalcMagFactor( pSoldier, &(pSoldier->inv[pSoldier->ubAttackingHand]), d2DDistance, sGridNo, (UINT8)ubAimTime );
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// Get effective mag factor for this shooter. This represents his ability to use scopes.
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FLOAT fEffectiveMagFactor = CalcEffectiveMagFactor( pSoldier, dMagFactor );
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// modify aperture with magnification
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dAperture = dAperture / dMagFactor;
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dAperture = dAperture / fEffectiveMagFactor;
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// real aperture for shooter based on CTH calculation
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dAperture = dAperture * ( 100 - uiChance ) / 100.0f;
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Reference in New Issue
Block a user