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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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+9
-2
@@ -7342,7 +7342,7 @@ BOOLEAN AutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNew
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break;
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}
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if (PlaceInAnySlot(pSoldier, pObj, (fNewItem == TRUE), bExcludeSlot, fStackOrSingleSlot) == true)
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if ( PlaceInAnySlot(pSoldier, pObj, (fNewItem == TRUE), bExcludeSlot, fStackOrSingleSlot) )
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return TRUE;
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return( FALSE );
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@@ -12845,7 +12845,14 @@ FLOAT GetBestScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj,
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INT32 iCurrentTotalPenalty = 0;
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INT32 iBestTotalPenalty = 0;
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FLOAT rangeModifier = GetScopeRangeMultiplier(pSoldier, pObjUsed, uiRange);
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FLOAT iProjectionFactor = CalcProjectionFactor(pSoldier, pObjUsed, uiRange, 1);
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FLOAT iProjectionFactor = 0;
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// With the reworked NCTH code we don't want to use iProjectionFactor anymore.
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// Instead we use the performance bonus if at least one bonus is != 0. Otherwise -> continue using Projection Factor.
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if ( (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE) != 0 )
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iProjectionFactor = 1.0;
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else
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iProjectionFactor = CalcProjectionFactor(pSoldier, pObjUsed, uiRange, 1);
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// Flugente: if scope modes are allowed, use them
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if ( gGameExternalOptions.fScopeModes && pSoldier && pObjUsed->exists() == true && Item[pObjUsed->usItem].usItemClass == IC_GUN )
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