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- Fix: moving strategically and then cancelling that order no longer awards stat gains.
- Fix: On rare occasions, huge stat gains were possible when doing surgery after autoresolve. - pepper spray does not work on soldiers wearing a gas mask git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5760 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1713,8 +1713,10 @@ UINT32 VirtualSoldierDressWound( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVictim, OB
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bPtsLeft = 0;
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}
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}
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//CHRISL: If by some chance ubPtsLeft ends up being higher then uiActual, we'll end up with a huge value since uiActual is an unsigned variable.
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// if there are any ptsLeft now, then we didn't actually get to use them
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uiActual = max(0, (uiActual - bPtsLeft));
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uiActual = max(0, (INT32)(uiActual - bPtsLeft));
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// usedAPs equals (actionPts) * (%of possible points actually used)
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uiUsedAPs = ( uiActual * uiAvailAPs ) / uiPossible;
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@@ -1782,8 +1782,12 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
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// award life 'experience' for travelling, based on travel time!
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if ( !pGroup->fVehicle )
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{
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// gotta be walking to get tougher
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AwardExperienceForTravelling( pGroup );
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// Flugente: do not award experience gain if we never left
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if ( !fNeverLeft )
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{
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// gotta be walking to get tougher
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AwardExperienceForTravelling( pGroup );
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}
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}
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else if( !IsGroupTheHelicopterGroup( pGroup ) )
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{
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+2
-1
@@ -50,6 +50,7 @@
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#include "Campaign Types.h"
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#include "soldier tile.h" // added by Flugente
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#include "Sound Control.h" // added by Flugente
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#include "Soldier Functions.h" // added by Flugente for DoesSoldierWearGasMask(...)
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -2555,7 +2556,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
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}
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}
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if ( ( AmmoTypes[ubAmmoType].monsterSpit || ( AmmoTypes[ubAmmoType].ammoflag & AMMO_BLIND ) ) && (ubHitLocation == AIM_SHOT_HEAD) && ( ! (pTarget->flags.uiStatusFlags & SOLDIER_MONSTER) ) )
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if ( ( AmmoTypes[ubAmmoType].monsterSpit || ( !DoesSoldierWearGasMask(pTarget) && AmmoTypes[ubAmmoType].ammoflag & AMMO_BLIND ) ) && (ubHitLocation == AIM_SHOT_HEAD) && ( ! (pTarget->flags.uiStatusFlags & SOLDIER_MONSTER) ) )
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{
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UINT8 ubOppositeDirection;
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