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New feature: militia resources requires the player to convert items to resources to be able to train and promote militia
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8271 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+43
-9
@@ -224,6 +224,22 @@ enum
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ASD_RESOURCE_MAX
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};
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// exact gun types
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enum
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{
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NOT_GUN = 0,
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GUN_PISTOL,
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GUN_M_PISTOL,
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GUN_SMG,
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GUN_RIFLE,
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GUN_SN_RIFLE,
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GUN_AS_RIFLE,
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GUN_LMG,
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GUN_SHOTGUN,
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GUN_TYPES_MAX
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};
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typedef struct
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{
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BOOLEAN fGunNut;
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@@ -512,6 +528,24 @@ typedef struct
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UINT16 usMilitiaAmmo_OptimalMagCount;
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BOOLEAN fMilitiaUseSectorClassSpecificTaboos;
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// Flugente: militia resources
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BOOLEAN fMilitiaResources;
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FLOAT fMilitiaResources_ProgressFactor;
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FLOAT fMilitiaResources_ItemClassMod_Ammo_Bullet;
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FLOAT fMilitiaResources_ItemClassMod_Gun;
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FLOAT fMilitiaResources_ItemClassMod_Armour;
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FLOAT fMilitiaResources_ItemClassMod_Melee;
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FLOAT fMilitiaResources_ItemClassMod_Bomb;
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FLOAT fMilitiaResources_ItemClassMod_Grenade;
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FLOAT fMilitiaResources_ItemClassMod_Face;
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FLOAT fMilitiaResources_ItemClassMod_LBE;
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FLOAT fMilitiaResources_ItemClassMod_Attachment_Low;
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FLOAT fMilitiaResources_ItemClassMod_Attachment_Medium;
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FLOAT fMilitiaResources_ItemClassMod_Attachment_High;
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FLOAT fMilitiaResources_WeaponMod[GUN_TYPES_MAX];
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// Flugente - allow accessing other mercs inventory via 'stealing'
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BOOLEAN fAccessOtherMercInventories;
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@@ -2290,7 +2324,7 @@ typedef struct
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FLOAT fRangeModifierGrenade;
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// damage modifiers
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FLOAT fDamageModifierGun[9];
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FLOAT fDamageModifierGun[GUN_TYPES_MAX];
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FLOAT fDamageModifierBlade;
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FLOAT fDamageModifierPunch;
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FLOAT fDamageModifierTentacle;
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@@ -2302,23 +2336,23 @@ typedef struct
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FLOAT fShotsPer4TurnsModifierTentacle;
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FLOAT fShotsPer4TurnsModifierThrowKnife;
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// Burst AP modifiers
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FLOAT fBurstAPModifierGun[9];
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FLOAT fBurstAPModifierGun[GUN_TYPES_MAX];
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// AP modifiers for Auto Fire Shots per 5 AP (bAutofireShotsPerFiveAP)
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FLOAT fAFShotsPer5APModifierGun[9];
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FLOAT fAFShotsPer5APModifierGun[GUN_TYPES_MAX];
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// AP to Reload modifiers
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FLOAT fAPtoReloadModifierGun[9];
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FLOAT fAPtoReloadModifierGun[GUN_TYPES_MAX];
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FLOAT fAPtoReloadModifierLauncher;
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// AP to Reload manually modifiers
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FLOAT fAPtoReloadManuallyModifierGun[9];
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FLOAT fAPtoReloadManuallyModifierGun[GUN_TYPES_MAX];
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FLOAT fAPtoReloadManuallyModifierLauncher;
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// Max Distance for messy shot modifiers
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FLOAT fDistMessyModifierGun[9];
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FLOAT fDistMessyModifierGun[GUN_TYPES_MAX];
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// Handling modifiers
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FLOAT fHandlingModifierGun[9];
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FLOAT fHandlingModifierGun[GUN_TYPES_MAX];
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FLOAT fHandlingModifierLauncher;
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// Recoil modifiers
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FLOAT fRecoilXModifierGun[9];
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FLOAT fRecoilYModifierGun[9];
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FLOAT fRecoilXModifierGun[GUN_TYPES_MAX];
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FLOAT fRecoilYModifierGun[GUN_TYPES_MAX];
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// -------------- ARMOR MODIFIERS ----------------
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FLOAT fCamoLBEoverVestModifier;
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