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Fix: gGameCTHConstants.BASE_CROUCHING_STANCE was missing from handling calculations in NCTH
- removed gGameExternalOptions.fUseNewCTHCalculation as it is not needed anymore - cleaned up function CalcNewChanceToHitGun git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8281 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1474,7 +1474,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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if(UsingNewCTHSystem() == true)
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{
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// with the new Laser Performance Bonus we need to display a different text for laser on a weapons general tab
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if ( gGameExternalOptions.fUseNewCTHCalculation && cnt == 6
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if ( cnt == 6
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
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swprintf( pStr, L"%s%s", szUDBAdvStatsTooltipText[64], szUDBGenWeaponsStatsExplanationsTooltipText[ cnt ]);
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else if ( cnt == 10 && gGameExternalOptions.fAdvRepairSystem && !gSkillTraitValues.fTETraitsCanRestoreItemThreshold )
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@@ -1628,7 +1628,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor but we still need the mouse region
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if (UsingNewCTHSystem() == true &&
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( (Item[gpItemDescObject->usItem].projectionfactor > 1.0 || GetProjectionFactor( gpItemDescObject ) > 1.0) ||
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( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) )
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{
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ubRegionOffset = 6;
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@@ -3158,7 +3158,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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///////////////////// PROJECTION FACTOR
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// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor
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if ( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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if ( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
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{
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if( UsingNewCTHSystem() == true )
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@@ -4307,11 +4307,11 @@ void DrawWeaponStats( OBJECTTYPE * gpItemDescObject )
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// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor but we use the same icon
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if ( (UsingNewCTHSystem() == true &&
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( (Item[gpItemDescObject->usItem].projectionfactor > 1.0 || GetProjectionFactor( gpItemDescObject ) > 1.0) ||
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( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ) ||
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( fComparisonMode && UsingNewCTHSystem() == true &&
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( (Item[gpComparedItemDescObject->usItem].projectionfactor > 1.0 || GetProjectionFactor( gpComparedItemDescObject ) > 1.0) ||
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( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpComparedItemDescObject ) > 0
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( GetBestLaserRange( gpComparedItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ) )
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{
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ubNumLine = 6;
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@@ -5227,11 +5227,11 @@ void DrawAdvancedStats( OBJECTTYPE * gpItemDescObject )
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// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor but we use the same icon
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if ( (cnt-sFirstLine < sLastLine &&
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( GetProjectionFactor( gpItemDescObject ) > 1.0 ||
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( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ) ||
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( fComparisonMode && (cnt-sFirstLine < sLastLine &&
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( GetProjectionFactor( gpComparedItemDescObject ) > 1.0 ||
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( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpComparedItemDescObject ) > 0
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( GetBestLaserRange( gpComparedItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) ) ) )
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{
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if( UsingNewCTHSystem() == true )
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@@ -7191,7 +7191,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor
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if (UsingNewCTHSystem() == true &&
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( (Item[gpItemDescObject->usItem].projectionfactor > 1.0 || GetProjectionFactor( gpItemDescObject ) > 1.0) ||
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( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) )
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{
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// Set line to draw into
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@@ -7202,7 +7202,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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FLOAT iFinalProjectionValue = 0;
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BOOLEAN bNewCode = FALSE;
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if ( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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if ( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
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{
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// Get base laser range
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@@ -7289,7 +7289,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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}
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else if( fComparisonMode && UsingNewCTHSystem() == true &&
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( (Item[gpComparedItemDescObject->usItem].projectionfactor > 1.0 || GetProjectionFactor( gpComparedItemDescObject ) > 1.0) ||
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( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) ) ) )
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{
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ubNumLine = 6;
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@@ -7299,7 +7299,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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FLOAT iFinalProjectionValue = 0;
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BOOLEAN bNewCode = FALSE;
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if ( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpComparedItemDescObject ) > 0
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if ( GetBestLaserRange( gpComparedItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
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{
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// Get base laser range
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@@ -11034,7 +11034,7 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
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BOOLEAN bNewCode = FALSE;
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///////////////////// PROJECTION FACTOR
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// with the reworked NCTH code and the laser performance factor we will display BestLaserRange instead of ProjectionFactor
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if ( gGameExternalOptions.fUseNewCTHCalculation && GetBestLaserRange( gpItemDescObject ) > 0
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if ( GetBestLaserRange( gpItemDescObject ) > 0
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
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{
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iFloatModifier[0] = ((FLOAT)GetBestLaserRange( gpItemDescObject ) / CELL_X_SIZE);
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