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New background property: if <croucheddefense> is set, enemy CTH is modified if they fire on us while we are crouched against thick cover (size >= 2) in the direction of the shot.
Backgrounds.xml tag was added in GameDir r2267. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7933 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7255,6 +7255,15 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
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}
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}
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// Flugente: backgrounds
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if ( pTarget && pTarget->GetBackgroundValue( BG_CROUCHEDDEFENSE ) )
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{
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if ( pTarget->IsCrouchedAgainstCoverFromDir( GetDirectionFromGridNo( pSoldier->sGridNo, pTarget ) ) )
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{
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iChance += pTarget->GetBackgroundValue( BG_CROUCHEDDEFENSE );
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}
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}
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// Flugente: check for scope mode
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if ( Item[(&(pSoldier->inv[pSoldier->ubAttackingHand]))->usItem].usItemClass == IC_GUN && !pSoldier->IsValidAlternativeFireMode( ubAimTime, sGridNo ) )
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{
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@@ -13023,6 +13032,15 @@ FLOAT CalcNewChanceToHitBaseTargetBonus(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTar
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// Target has high Agility or Experience and is therefore harder to hit
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FLOAT fTempPenalty = (FLOAT)__max((pTarget->stats.bExpLevel*10), pTarget->stats.bAgility);
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fBaseModifier += (fTempPenalty * gGameCTHConstants.BASE_AGILE_TARGET) / 100;
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// Flugente: backgrounds
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if ( pTarget->GetBackgroundValue( BG_CROUCHEDDEFENSE ) )
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{
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if ( pTarget->IsCrouchedAgainstCoverFromDir( GetDirectionFromGridNo( pSoldier->sGridNo, pTarget ) ) )
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{
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fBaseModifier += pTarget->GetBackgroundValue( BG_CROUCHEDDEFENSE );
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}
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}
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}
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// INVIS TARGET
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