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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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+25
-7
@@ -7145,7 +7145,18 @@ FLOAT CalcProjectionFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2
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if (ubAimTime > 0)
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{
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iProjectionFactor = GetProjectionFactor( pWeapon );
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// Flugente: if scope modes are allowed, player team uses them
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if ( gGameExternalOptions.fScopeModes && pShooter && pShooter->bTeam == gbPlayerNum && pWeapon->exists() == true && Item[pWeapon->usItem].usItemClass == IC_GUN )
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{
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// Flugente: check for scope mode
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std::map<INT8, OBJECTTYPE*> ObjList;
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GetScopeLists(pWeapon, ObjList);
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iProjectionFactor = Item[ObjList[pShooter->bScopeMode]->usItem].projectionfactor;
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}
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else
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iProjectionFactor = GetProjectionFactor( pWeapon );
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if (floor(iTargetMagFactor*10) > floor(iProjectionFactor*10.001))
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{
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iProjectionFactor -= (iTargetMagFactor - iProjectionFactor);
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@@ -7158,22 +7169,29 @@ FLOAT CalcProjectionFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2
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FLOAT CalcMagFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2DDistance, UINT8 ubAimTime )
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{
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FLOAT iFinalMagFactor = 0;
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FLOAT iFinalMagFactor = 1.0;
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FLOAT iScopeFactor = 0;
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FLOAT iProjectionFactor = 0;
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FLOAT iTargetMagFactor = d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE;
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FLOAT rangeModifier = GetScopeRangeMultiplier(pShooter, pWeapon, d2DDistance);
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if (ubAimTime > 0)
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// Flugente: if scope modes are allowed, player team uses them. We either use a scope or we don't, so the magnification factor isn't fitted to range (this is actually bad)
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if ( gGameExternalOptions.fScopeModes && pShooter && pShooter->bTeam == gbPlayerNum && pWeapon->exists() == true && Item[pWeapon->usItem].usItemClass == IC_GUN )
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{
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iScopeFactor = GetBestScopeMagnificationFactor( pShooter, pWeapon, d2DDistance );
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iScopeFactor = __min(iScopeFactor, __max(1.0f, iTargetMagFactor/rangeModifier));
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iProjectionFactor = CalcProjectionFactor(pShooter, pWeapon, d2DDistance, ubAimTime);
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iFinalMagFactor = __max(iScopeFactor, iProjectionFactor);
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}
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else
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{
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iFinalMagFactor = 1.0;
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FLOAT iTargetMagFactor = d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE;
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FLOAT rangeModifier = GetScopeRangeMultiplier(pShooter, pWeapon, d2DDistance);
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if (ubAimTime > 0)
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{
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iScopeFactor = GetBestScopeMagnificationFactor( pShooter, pWeapon, d2DDistance );
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iScopeFactor = __min(iScopeFactor, __max(1.0f, iTargetMagFactor/rangeModifier));
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iProjectionFactor = CalcProjectionFactor(pShooter, pWeapon, d2DDistance, ubAimTime);
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iFinalMagFactor = __max(iScopeFactor, iProjectionFactor);
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}
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}
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return iFinalMagFactor;
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