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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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@@ -983,6 +983,8 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->snowCamo = src.snowCamo;
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this->wornSnowCamo = src.wornSnowCamo;
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this->bScopeMode = USE_BEST_SCOPE;
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}
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return *this;
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}
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@@ -12340,6 +12342,7 @@ void SOLDIERTYPE::ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, U
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this->bWeaponMode = WM_AUTOFIRE;
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this->bDoAutofire = 1;
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}
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this->bScopeMode = USE_BEST_SCOPE;
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if ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY )
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{
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