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- DIRT_GLOBAL_MODIFIER is a global modifier to dirt generation
- second cleaning button in menu now orders entire team to clean their guns - global overheating modifier now also multiplies attachment modifiers - cleaning kits always use up 1% on use git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5913 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -134,7 +134,7 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo );
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// added by Flugente
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void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
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void CleanWeapons( BOOLEAN fCleanAll );
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void CleanWeapons( BOOLEAN fEntireTeam );
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void Strip( SOLDIERTYPE * pSoldier );
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void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
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@@ -4748,7 +4748,7 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
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DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL );
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}
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void CleanWeapons( BOOLEAN fCleanAll )
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void CleanWeapons( BOOLEAN fEntireTeam )
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{
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if ( !gGameExternalOptions.fDirtSystem )
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return;
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@@ -4758,7 +4758,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
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return;
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// if in turnbased mode, perform this action only for the selected merc, and use up APs
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if ( gTacticalStatus.uiFlags & TURNBASED )
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if ( !fEntireTeam || gTacticalStatus.uiFlags & TURNBASED )
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{
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if ( gusSelectedSoldier == NOBODY )
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return;
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@@ -4766,7 +4766,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
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SOLDIERTYPE* pSoldier = MercPtrs[ gusSelectedSoldier ];
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if ( pSoldier->bActive )
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pSoldier->CleanWeapon(fCleanAll);
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pSoldier->CleanWeapon(FALSE);
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}
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else // perform action for every merc in this sector
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{
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@@ -4782,7 +4782,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
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//if the merc is in this sector
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bInSector && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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pSoldier->CleanWeapon(fCleanAll);
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pSoldier->CleanWeapon(TRUE);
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}
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}
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}
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@@ -4905,11 +4905,11 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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SectorFillCanteens();
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break;
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case 2:
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// clean a single weapon
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// clean weapons of selected merc
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CleanWeapons(FALSE);
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break;
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case 3:
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// clean all weapons
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// clean weapons of entire team
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CleanWeapons(TRUE);
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break;
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case 4:
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@@ -11425,7 +11425,7 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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sTop = gItemDescAdvRegions[cnt-sFirstLine][1].sTop;
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sHeight = gItemDescAdvRegions[cnt-sFirstLine][1].sBottom - sTop;
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iFloatModifier[0] = Item[ gpItemDescObject->usItem ].dirtIncreaseFactor;
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iFloatModifier[0] = Item[ gpItemDescObject->usItem ].dirtIncreaseFactor * gGameExternalOptions.iDirtGlobalModifier;
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iFloatModifier[2] = GetItemDirtIncreaseFactor( gpItemDescObject, TRUE );
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iFloatModifier[1] = iFloatModifier[2] - iFloatModifier[0];
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+4
-1
@@ -14702,9 +14702,12 @@ FLOAT GetItemDirtIncreaseFactor( OBJECTTYPE * pObj, BOOLEAN fConsiderAmmo )
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}
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}
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// ammo modifies how much dirt a single shot makes, but only while shooting
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// ammo modifies how much dirt a single shot makes, but only while shooting, not when a gun gets dirty due to environmental effects
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if ( fConsiderAmmo )
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dirtincreasefactor *= (1.0f + AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].dirtModificator);
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// multiply again for global modifer
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dirtincreasefactor *= gGameExternalOptions.iDirtGlobalModifier;
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// dirt factor has to be >= 0 (items don't clean themselves)
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dirtincreasefactor = max(0.0f, dirtincreasefactor);
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@@ -3177,7 +3177,7 @@ BOOLEAN RepairIsDone(DEALER_SPECIAL_ITEM* pSpecial)
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// fix it up
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(*iter)[0]->data.objectStatus = 100;
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// Flugente: shopkeepers will also restore an item's repair threshold
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// Flugente: shopkeepers will also restore an item's repair threshold and clean it
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(*iter)[0]->data.sRepairThreshold = 100;
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(*iter)[0]->data.bDirtLevel = 0.0f;
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}
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@@ -14485,7 +14485,7 @@ OBJECTTYPE* SOLDIERTYPE::GetCleaningKit()
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return( pObj );
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}
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// use cleaning kits to clean weapons in inventory. fCleanAll = TRUE: clean all eapons found, otherwise just the first one
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// use cleaning kits to clean weapons in inventory. fCleanAll = TRUE: clean all weapons found, otherwise just the first one
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void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll )
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{
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// in turnbased, this action costs APs. remove them if possible, otherwise, return
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@@ -14526,16 +14526,15 @@ void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->name, Item[pObj->usItem].szItemName );
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// 33% chance to use up 1% of the cleaning kit
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if ( Random(2) > 0 )
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UseKitPoints( pCleaningKit, 1, this );
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// always use up 1% of the cleaning kit (they last too long otherwise)
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UseKitPoints( pCleaningKit, 1, this );
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if ( gTacticalStatus.uiFlags & TURNBASED )
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{
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// use up APs
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DeductPoints( this, apcost, 0, AFTERACTION_INTERRUPT );
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// if fCleanAll is false, only clean one weapon
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// if fCleanAll is false, only clean first weapon
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if (!fCleanAll )
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return;
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@@ -11762,7 +11762,7 @@ FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj )
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singleshottemperature = Weapon[ pObj->usItem ].usOverheatingSingleShotTemperature;
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// determine modificator according to attachments
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FLOAT modificator = gGameExternalOptions.iOverheatTemperatureGlobalModfier;
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FLOAT modificator = 1.0f;
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attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
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@@ -11777,6 +11777,9 @@ FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj )
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modificator += AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].temperatureModificator;
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singleshottemperature *= modificator;
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// multiply again for global modifer
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singleshottemperature *= gGameExternalOptions.iOverheatTemperatureGlobalModfier;
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}
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return singleshottemperature;
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