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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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@@ -18,6 +18,21 @@ enum WeaponMode
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NUM_WEAPON_MODES
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} ;
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enum ScopeMode
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{
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USE_BEST_SCOPE = 0,
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USE_SCOPE_2,
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USE_SCOPE_3,
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USE_SCOPE_4,
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USE_SCOPE_5,
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USE_SCOPE_6,
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USE_SCOPE_7,
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USE_SCOPE_8,
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USE_SCOPE_9,
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USE_SCOPE_10,
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NUM_SCOPE_MODES
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};
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//ADB moved from Interface Panels.h
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void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInvPos, UINT16 usOldItem, UINT16 usNewItem );
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@@ -416,6 +431,7 @@ extern INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fA
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extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
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extern void ChangeWeaponMode( SOLDIERTYPE * pSoldier );
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extern void ChangeScopeMode( SOLDIERTYPE * pSoldier ); // Flugente: use different scope
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extern BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo, BOOLEAN fStealing );
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