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- New Feature: Toggle scope modes (by Flugente)
o This allows you to toggle between a gun's different scopes via the '.' key. Y o You get the boni for vison, tunnel vison, sight range, scope magnification etc. only for the scope you use. o 2 new ja2_options.ini properties: USE_SCOPE_MODES, DISPLAY_SCOPE_MODES: Allows the display of an icon on your gun, to tell what scope is currently in use. If it is a scope, the magnification factor also gets written. Both options can be found under the [Tactical Gameplay Settings] section in the ja2_options.ini o new tag in items.xml (<attachmentclass>) now enables to specifiy what an attachment can do. At the moment used by grenades/rockets/scopes/sights. Items.xml changed accordingly, modders need to add this tag for those items. o More infos: First post in: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303038&#Post303038 - WARNING: This feature breaks savegame compatibility. - New Feature: Tripwire-triggered mines (by Flugente) o This allows creating complex networks of tripwire that can detonate multiple mines attached to them. o 2 new Items.xml tags: tripwireactivation, tripwire o More infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303205&#Post303205 - Overheating addition (by Flugente) o Severe overheating now temporarily reduces a gun's accuracy. This exact amount is displayed in the UDB. - Bugfix (by Flugente) o Removed foregrip as an attachment from the Saiga 12K git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5196 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-4
@@ -4,6 +4,7 @@
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#include "Overhead Types.h"
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#include "Weapons.h"
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#include <map> // added by Flugente
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -237,7 +238,7 @@ UINT16 MagazineClassIndexToItemType(UINT16 usMagIndex);
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BOOLEAN IsScoped( OBJECTTYPE * pObj );
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BOOLEAN NCTHIsScoped( OBJECTTYPE * pObj );
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INT16 GetReliability( OBJECTTYPE * pObj );
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INT16 GetAimBonus( OBJECTTYPE * pObj, INT32 iRange, INT16 ubAimTime );
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INT16 GetAimBonus( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, INT32 iRange, INT16 ubAimTime );
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//WarmSteel - Used to determine the base aim bonus of the most powerful scope.
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INT16 GetBaseScopeAimBonus( OBJECTTYPE * pObj, INT32 iRange );
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// HEADROCK: Function to get the natural aimbonus of the weapon and its attachments
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@@ -256,7 +257,7 @@ INT16 GetBurstToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
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INT16 GetAutoToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
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INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, INT16 ubAimTime);
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INT16 GetGearToHitBonus( SOLDIERTYPE * pSoldier );
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INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj );
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INT16 GetMinRangeForAimBonus( SOLDIERTYPE* pSoldier, OBJECTTYPE * pObj );
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// HEADROCK: Function to get the final loudness value of a weapon, after reduction from its own characteristics, ammo and attachments
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INT16 GetFinalLoudness( OBJECTTYPE * pObj );
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@@ -289,7 +290,7 @@ INT8 GetStanceModifierRef( INT8 ubStance );
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INT16 GetDamageBonus( OBJECTTYPE * pObj );
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INT16 GetMeleeDamageBonus( OBJECTTYPE * pObj );
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INT16 GetPercentAPReduction( OBJECTTYPE * pObj );
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INT16 GetPercentAPReduction( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj );
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INT16 GetPercentAutofireAPReduction( OBJECTTYPE * pObj );
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INT16 GetPercentBurstFireAPReduction( OBJECTTYPE * pObj );
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INT16 GetPercentReadyTimeAPReduction( OBJECTTYPE * pObj );
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@@ -410,7 +411,7 @@ OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier, INT8 * bSlot, BOOLEAN
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UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo);
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// HEADROCK HAM 4: New functions to determine Scope and Laser factors on a weapon.
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FLOAT GetHighestScopeMagnificationFactor( OBJECTTYPE *pObj );
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FLOAT GetScopeMagnificationFactor( OBJECTTYPE *pObj, FLOAT uiRange );
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FLOAT GetScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT uiRange );
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FLOAT GetBestScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT uiRange );
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FLOAT GetProjectionFactor( OBJECTTYPE *pObj );
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FLOAT GetScopeRangeMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT d2DDistance );
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@@ -445,6 +446,10 @@ BOOLEAN UseTotalMedicalKitPoints( SOLDIERTYPE * pSoldier, UINT16 usPointsToConsu
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// Flugente FTW 1.2
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FLOAT GetItemCooldownFactor( OBJECTTYPE * pObj );
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void GetScopeLists( OBJECTTYPE * pObj, std::map<INT8, OBJECTTYPE*>& arScopeMap );
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// check if item belongs to a specific attachemnt class
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BOOLEAN IsAttachmentClass( UINT16 usItem, UINT32 aFlag );
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#endif
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