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Fix: Removed invalid item property "counterforcefrequencymodifier" and all code parts associated with it. It was not used anymore by the game but fragments of it were still displayed in EDB which lead to confusion.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7644 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -238,8 +238,6 @@ void CalcMuzzleSway( SOLDIERTYPE *pShooter, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzl
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FLOAT CalcBulletDeviation( SOLDIERTYPE *pShooter, FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, OBJECTTYPE *pWeapon, UINT32 uiRange );
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void LimitImpactPointByFacing( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, FLOAT *dEndX, FLOAT *dEndY );
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void LimitImpactPointToMaxAperture( FLOAT *dShotOffsetX, FLOAT *dShotOffsetY, FLOAT dDistanceAperture );
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// HEADROCK HAM 5: Removed and replaced by continuously-variable CF
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// UINT32 CalcCounterForceFrequency(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon);
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FLOAT CalcCounterForceMax(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT8 uiStance = 0);
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UINT32 CalcCounterForceAccuracy(SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, UINT32 uiRange, BOOLEAN fTracer, bool fAnticipate = false);
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void CalcPreRecoilOffset( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT *dMuzzleOffsetX, FLOAT *dMuzzleOffsetY, UINT32 uiRange );
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