diff --git a/Tactical/Bullets.h b/Tactical/Bullets.h
index 44c70a0f..9b30a120 100644
--- a/Tactical/Bullets.h
+++ b/Tactical/Bullets.h
@@ -16,6 +16,7 @@
#define BULLET_FLAG_BUCKSHOT 0x0040
#define BULLET_FLAG_FLAME 0x0080
#define BULLET_FLAG_TRACER 0x0100
+#define BULLET_FLAG_ANTIMATERIEL 0x0200 // Flugente: bullet can destroy structures
//afp-start calculate line points between two point
#define BULLET_TRACER_MAX_LENGTH 60
diff --git a/Tactical/Interface Enhanced.cpp b/Tactical/Interface Enhanced.cpp
index bff82a46..7e95592b 100644
--- a/Tactical/Interface Enhanced.cpp
+++ b/Tactical/Interface Enhanced.cpp
@@ -2378,6 +2378,15 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
cnt++;
}
+
+ ////////////////// ANTI-MATERIEL AMMO
+ if ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].ammoflag & AMMO_ANTIMATERIEL )
+ {
+ swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 37 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 37 ]);
+ SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr );
+ MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
+ cnt++;
+ }
}
if (Item[ gpItemDescObject->usItem ].usItemClass & IC_EXPLOSV)
@@ -5724,6 +5733,13 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 4, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++;
}
+
+ ////////////////// ANTI-MATERIEL AMMO
+ if ( AmmoTypes[Magazine[Item[ gpItemDescObject->usItem ].ubClassIndex].ubAmmoType].ammoflag & AMMO_ANTIMATERIEL )
+ {
+ BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 36, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
+ cnt++;
+ }
}
if (Item[ gpItemDescObject->usItem ].usItemClass & (IC_EXPLOSV))
diff --git a/Tactical/LOS.cpp b/Tactical/LOS.cpp
index efe4dbb7..397b8184 100644
--- a/Tactical/LOS.cpp
+++ b/Tactical/LOS.cpp
@@ -4442,6 +4442,10 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
fTracer = TRUE;
}
+ // Flugente: anti-materiel ammo
+ if ( AmmoTypes[(*pObjAttHand)[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_ANTIMATERIEL )
+ usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
+
ubImpact =(UINT8) GetDamage(&pFirer->inv[pFirer->ubAttackingHand]);
//zilpin: Begin new code block for spread patterns, number of projectiles, impact adjustment, etc.
{
@@ -4922,6 +4926,10 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
fTracer = TRUE;
}
+ // Flugente: anti-materiel ammo
+ if ( AmmoTypes[ pFirer->inv[pFirer->ubAttackingHand][0]->data.gun.ubGunAmmoType ].ammoflag & AMMO_ANTIMATERIEL )
+ usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
+
ubImpact =(UINT8) GetDamage(pObjAttHand);
//zilpin: pellet spread patterns externalized in XML
/* zilpin: The section below, including line comments, is the original adjustment made to multiple projectile stats.
@@ -5573,6 +5581,10 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
ubSpreadIndex = 2;
}
+ // Flugente: anti-materiel ammo
+ if ( AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_ANTIMATERIEL )
+ usBulletFlags |= BULLET_FLAG_ANTIMATERIEL;
+
// no option to use fire bursts or autofire yet
/*// HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the
// New Tracer System.
@@ -6872,6 +6884,16 @@ void MoveBullet( INT32 iBullet )
// play animation to indicate structure being hit
BulletHitStructure( pBullet, pStructure->usStructureID, 1, pBullet->qCurrX, pBullet->qCurrY, pBullet->qCurrZ, FALSE );
gubLocalStructureNumTimesHit[iStructureLoop] = 1;
+
+ // Flugente: anti-materiel rifles have to be handled slightly different - we have to remove the bullet after impact.
+ // Otherwise we might destroy a structure, but this function won't 'realize' it, leading to invalid memory access
+ if ( pBullet->usFlags & BULLET_FLAG_ANTIMATERIEL )
+ {
+ // Moved here to keep ABC >0 as long as possible
+ RemoveBullet( iBullet );
+ // ReduceAttackBusyCount( );
+ return;
+ }
}
}
}
diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp
index 31770e46..14a903ae 100644
--- a/Tactical/Weapons.cpp
+++ b/Tactical/Weapons.cpp
@@ -728,7 +728,7 @@ weaponEndElementHandle(void *userData, const XML_Char *name)
pData->curElement = WEAPON_ELEMENT_WEAPON;
pData->curWeapon.HeavyGun = (BOOLEAN) atof(pData->szCharData);
}
-
+
pData->maxReadDepth--;
}
@@ -896,16 +896,16 @@ BOOLEAN WriteWeaponStats()
FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].APsToReload);
FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].swapClips );
FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].maxdistformessydeath);
- FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].AutoPenalty);
- FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].NoSemiAuto);
+ FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].AutoPenalty);
+ FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].NoSemiAuto);
FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubAimLevels );
- FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].EasyUnjam);
- FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubHandling);
+ FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].EasyUnjam);
+ FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].ubHandling);
FilePrintf(hFile,"\t\t%4.2f\r\n", Weapon[cnt].usOverheatingJamThreshold); // Flugente FTW 1
FilePrintf(hFile,"\t\t%4.2f\r\n", Weapon[cnt].usOverheatingDamageThreshold);
FilePrintf(hFile,"\t\t%4.2f\r\n", Weapon[cnt].usOverheatingSingleShotTemperature);
- FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].HeavyGun);
-
+ FilePrintf(hFile,"\t\t%d\r\n", Weapon[cnt].HeavyGun);
+
FilePrintf(hFile,"\t\r\n");
}
@@ -4661,7 +4661,7 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
{
pStructure = FindStructureByID( sGridNo, usStructureID );
- DamageStructure( pStructure, (UINT8)iImpact, STRUCTURE_DAMAGE_GUNFIRE, sGridNo, sXPos, sYPos, ubAttackerID );
+ DamageStructure( pStructure, (UINT8)iImpact, STRUCTURE_DAMAGE_GUNFIRE, sGridNo, sXPos, sYPos, ubAttackerID, pBullet->usFlags & BULLET_FLAG_ANTIMATERIEL ? pBullet->iImpact - pBullet->iImpactReduction : 0 );
}
// HEADROCK HAM 5: Fragments are not fired from guns, so they need a special case.
@@ -6784,21 +6784,28 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
sDistVis = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
iScopeVisionRangeBonus = GetTotalVisionRangeBonus(pSoldier, bLightLevel); // not an actual range value, simply a modifier for range calculations
+
if (ubTargetID != NOBODY && pSoldier->aiData.bOppList[ubTargetID] == SEEN_CURRENTLY || gbPublicOpplist[pSoldier->bTeam][ubTargetID] == SEEN_CURRENTLY)
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false );
- if (iSightRange == 0) { // didn't do a bodypart-based test or can't see specific body part aimed at
+
+ if (iSightRange == 0)
+ {
+ // didn't do a bodypart-based test or can't see specific body part aimed at
iSightRange = SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pSoldier->bTargetLevel, pSoldier->bTargetCubeLevel, TRUE, NO_DISTANCE_LIMIT, false );
fCoverObscured = true;
}
- if (iSightRange == 0) { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
+
+ if (ubTargetID != NOBODY && iSightRange == 0 )
+ { // Can't see the target but we still need to know what the sight range would be if we could so we can deal with cover penalties
iSightRange = SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[ubTargetID], TRUE, NO_DISTANCE_LIMIT, pSoldier->bAimShotLocation, false, true );
fCantSeeTarget = true;
fCoverObscured = false;
}
- gbForceWeaponReady = false;
- gbForceWeaponNotReady = true;
+
+ gbForceWeaponReady = false;
+ gbForceWeaponNotReady = true;
sDistVisNoScope = pSoldier->GetMaxDistanceVisible(sGridNo, pSoldier->bTargetLevel, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE;
- gbForceWeaponNotReady = false;
+ gbForceWeaponNotReady = false;
// Flugente: blind soldiers have sDistVisNoScope = 0...
if ( sDistVisNoScope )
diff --git a/Tactical/Weapons.h b/Tactical/Weapons.h
index b943c26d..2dc7ec9b 100644
--- a/Tactical/Weapons.h
+++ b/Tactical/Weapons.h
@@ -178,8 +178,8 @@ enum
// flags used for various ammo properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define AMMO_NEUROTOXIN 0x00000001 //1 // this ammo adds the cyanide drug effect to its target, killing it in a few turns
#define AMMO_BLIND 0x00000002 //2 // this ammo will blind if it hits the head
-/*#define SHOVEL 0x00000004 //4
-#define CONCERTINA 0x00000008 //8
+#define AMMO_ANTIMATERIEL 0x00000004 //4 // this ammo is anti-materiel, bullets can destroy structures
+/*#define CONCERTINA 0x00000008 //8
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
diff --git a/TileEngine/structure.cpp b/TileEngine/structure.cpp
index 1139bc8d..f8f92ddc 100644
--- a/TileEngine/structure.cpp
+++ b/TileEngine/structure.cpp
@@ -40,6 +40,7 @@
#include "Random.h"
#include "Tile Animation.h"
+ #include "Explosion Control.h" // added by Flugente
#endif
#ifdef COUNT_PATHS
@@ -1674,14 +1675,12 @@ BOOLEAN StructureDensity( STRUCTURE * pStructure, UINT8 * pubLevel0, UINT8 * pub
return( TRUE );
}
-BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner )
+BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact )
{
// do damage to a structure; returns TRUE if the structure should be removed
-
STRUCTURE *pBase;
- UINT8 ubArmour;
- //LEVELNODE *pNode;
-
+ UINT8 ubArmour;
+
CHECKF( pStructure );
if (pStructure->fFlags & STRUCTURE_PERSON || pStructure->fFlags & STRUCTURE_CORPSE)
{
@@ -1694,16 +1693,18 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
return( FALSE );
}
+ UINT8 ubBaseArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ];
+
// Account for armour!
if (ubReason == STRUCTURE_DAMAGE_EXPLOSION)
{
if ( pStructure->fFlags & STRUCTURE_EXPLOSIVE )
{
- ubArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] / 3;
+ ubArmour = ubBaseArmour / 3;
}
else
{
- ubArmour = gubMaterialArmour[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] / 2;
+ ubArmour = ubBaseArmour / 2;
}
if (ubArmour > ubDamage)
@@ -1753,19 +1754,37 @@ BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason,
}
// Make hit sound....
- if ( pStructure->fFlags & STRUCTURE_CAVEWALL )
- {
- PlayJA2Sample( S_VEG_IMPACT1, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
- }
- else
- {
- if ( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] != -1 )
+ if ( pStructure->fFlags & STRUCTURE_CAVEWALL )
{
- PlayJA2Sample( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ], RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
+ PlayJA2Sample( S_VEG_IMPACT1, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
- }
+ else
+ {
+ if ( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ] != -1 )
+ {
+ PlayJA2Sample( guiMaterialHitSound[ pStructure->pDBStructureRef->pDBStructure->ubArmour ], RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
+ }
+ }
+
+ // Flugente: anti-material rifles can damage and even destroy structures, but some structures remain indestructible (otherwise the player might gain access to inaccessible spots)
+ // the impact must be damaging enough, otherwise this won't have an effect
+ if ( ubBaseArmour < 75 && ubBaseArmour > 0 && sAntiMaterialImpact > ubBaseArmour * 5 / 12 )
+ {
+ // we will run into this exact function again. In order to damage the object, we need to do damage of at least half the armour value
+ INT16 damage = ubBaseArmour / 2;
+
+ // this is the damage we will cause. The higher our damage, the faster can we destroy a structure
+ damage += max(1, 2 * sAntiMaterialImpact / ubBaseArmour);
+
+ BOOLEAN recompile = FALSE;
+ ExplosiveDamageGridNo( sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0 );
+
+ //Since the structure is being damaged, set the map element that a structure is damaged
+ gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
+ }
+
// Don't update damage HPs....
- return( TRUE );
+ return TRUE;
}
// OK, LOOK FOR A SAM SITE, UPDATE....
diff --git a/TileEngine/structure.h b/TileEngine/structure.h
index 68f16f75..fe1619f3 100644
--- a/TileEngine/structure.h
+++ b/TileEngine/structure.h
@@ -83,7 +83,7 @@ BOOLEAN AddZStripInfoToVObject( HVOBJECT hVObject, STRUCTURE_FILE_REF * pStructu
// FUNCTIONS FOR DETERMINING STUFF THAT BLOCKS VIEW FOR TILE_bASED LOS
INT8 GetBlockingStructureInfo( INT32 sGridNo, INT8 bDir, INT8 bNextDir, INT8 bLevel, INT8 *pStructHeight, STRUCTURE ** ppTallestStructure, BOOLEAN fWallsBlock );
-BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner );
+BOOLEAN DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, INT32 sGridNo, INT16 sX, INT16 sY, UINT8 ubOwner, INT32 sAntiMaterialImpact = 0 );
// Material armour type enumeration
enum
diff --git a/Utils/Text.h b/Utils/Text.h
index 3deb1048..97d177d8 100644
--- a/Utils/Text.h
+++ b/Utils/Text.h
@@ -715,8 +715,8 @@ extern STR16 szUDBGenExplosiveStatsTooltipText[ 23 ]; // silversurfer Repair
extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23
extern STR16 szUDBGenCommonStatsTooltipText[ 1 ]; // silversurfer new for items that don't fit the other categories
extern STR16 szUDBGenCommonStatsExplanationsTooltipText[ 1 ]; // silversurfer new for items that don't fit the other categories
-extern STR16 szUDBGenSecondaryStatsTooltipText[ 37 ]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
-extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[ 37 ]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
+extern STR16 szUDBGenSecondaryStatsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
+extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37
extern STR16 szUDBAdvStatsTooltipText[ 66 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57 dirt: 57->58 food:58->64 silversurfer Best Laser Range:64->65 silversurfer PercentRecoilModifier: 66
extern STR16 szUDBAdvStatsExplanationsTooltipText[ 65 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57 dirt: 57->58 food:58->64 silversurfer Best Laser Range:64->65 silversurfer PercentRecoilModifier: 65
extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[ 53 ]; // Flugente Overheating Weapons: 48->52 silversurfer Best Laser Range:64->65 silversurfer PercentRecoilModifier: 53
diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp
index f9cf977c..df3754ce 100644
--- a/Utils/_ChineseText.cpp
+++ b/Utils/_ChineseText.cpp
@@ -7564,6 +7564,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|水|中|下|沉", //L"|S|i|n|k|s",
L"|双|手|操|作", //|T|w|o|-|H|a|n|d|e|d",
L"|挡|住|准|心", //L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7605,6 +7606,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \n这个物品掉在水中会下沉消失", //L"\n \nThis item sinks when put in water.",
L"\n \n这个物品需要两只手一起操作使用", //L"\n \nThis item requires both hands to be used.",
L"\n \n这个物品会挡住准心\n 你无法再使用准心瞄准", //L"\n \nThis item will block your iron sights\nso you cannot use them.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp
index ff222e99..9d10a473 100644
--- a/Utils/_DutchText.cpp
+++ b/Utils/_DutchText.cpp
@@ -7573,6 +7573,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7614,6 +7615,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item sinks when put in water.",
L"\n \nThis item requires both hands to be used.",
L"\n \nThis item will block your iron sights\nso you cannot use them.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp
index 5d831cf6..eac782ee 100644
--- a/Utils/_EnglishText.cpp
+++ b/Utils/_EnglishText.cpp
@@ -7561,6 +7561,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|e|l |A|m|m|o",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7602,6 +7603,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item sinks when put in water.",
L"\n \nThis item requires both hands to be used.",
L"\n \nThis item will block your iron sights\nso you cannot use them.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.",
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp
index 6376b405..2035fd1e 100644
--- a/Utils/_FrenchText.cpp
+++ b/Utils/_FrenchText.cpp
@@ -7560,6 +7560,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|N|e |f|l|o|t|t|e |p|a|s",
L"|À |d|e|u|x |m|a|i|n|s",
L"|B|l|o|q|u|e |l|e |v|i|s|e|u|r",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7601,6 +7602,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nCet objet coule dans l'eau.",
L"\n \nCet objet exige les deux mains pour être utilisé.",
L"\n \nCet Objet bloquera votre viseur\nde ce fait vous ne pouvez pas l'utiliser.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp
index d95e9116..fa7c548d 100644
--- a/Utils/_GermanText.cpp
+++ b/Utils/_GermanText.cpp
@@ -7387,6 +7387,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7428,6 +7429,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nDieser Gegenstand versinkt in Wasser.",
L"\n \nDieser Gegenstand muß mit beiden Händen benutzt werden.",
L"\n \nDieser Gegenstand verhindert die Verwendung von Kimme und Korn.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp
index 8012b393..6557d650 100644
--- a/Utils/_ItalianText.cpp
+++ b/Utils/_ItalianText.cpp
@@ -7564,6 +7564,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7605,6 +7606,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item sinks when put in water.",
L"\n \nThis item requires both hands to be used.",
L"\n \nThis item will block your iron sights\nso you cannot use them.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp
index cb142589..841474d6 100644
--- a/Utils/_PolishText.cpp
+++ b/Utils/_PolishText.cpp
@@ -7581,6 +7581,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7622,6 +7623,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item sinks when put in water.",
L"\n \nThis item requires both hands to be used.",
L"\n \nThis item will block your iron sights\nso you cannot use them.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp
index 51fe5d12..bfb4051b 100644
--- a/Utils/_RussianText.cpp
+++ b/Utils/_RussianText.cpp
@@ -7564,6 +7564,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7605,6 +7606,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item sinks when put in water.",
L"\n \nThis item requires both hands to be used.",
L"\n \nThis item will block your iron sights\nso you cannot use them.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=
diff --git a/Utils/_TaiwaneseText.cpp b/Utils/_TaiwaneseText.cpp
index f2c3145f..da9c167b 100644
--- a/Utils/_TaiwaneseText.cpp
+++ b/Utils/_TaiwaneseText.cpp
@@ -7573,6 +7573,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|S|i|n|k|s",
L"|T|w|o|-|H|a|n|d|e|d",
L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
+ L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -7614,6 +7615,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item sinks when put in water.",
L"\n \nThis item requires both hands to be used.",
L"\n \nThis item will block your iron sights\nso you cannot use them.",
+ L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
};
STR16 szUDBAdvStatsTooltipText[]=