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- bug fix: Space selects next squad: next merc was not selected when in interrupt
- changed scope ranges to be % of base visible range git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@170 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+8
-5
@@ -7106,7 +7106,7 @@ INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj )
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INT16 bns;
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bns = Item[pObj->usItem].minrangeforaimbonus;
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bns += Item[pObj->usGunAmmoItem].minrangeforaimbonus;
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//bns += Item[pObj->usGunAmmoItem].minrangeforaimbonus;
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for (int i = 0; i < MAX_ATTACHMENTS; i++)
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{
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@@ -7119,21 +7119,24 @@ INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj )
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UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier)
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{
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UINT8 aimLevels = 4;
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float iScopeBonus = 0;
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OBJECTTYPE obj = pSoldier->inv[pSoldier->ubAttackingHand];
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BOOLEAN allowed = TRUE;
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if ( gGameSettings.fOptions[TOPTION_AIM_LEVEL_RESTRICTION] && Weapon[obj.usItem].ubWeaponType != GUN_RIFLE && Weapon[obj.usItem].ubWeaponType != GUN_SN_RIFLE )
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allowed = FALSE;
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if ( allowed && IsScoped( &obj ) )
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{
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if ( GetMinRangeForAimBonus(&obj) >= (UINT8)(gGameExternalOptions.ubStraightSightRange * 3) ) // >= 30% of sight range (~4 tiles by default)
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iScopeBonus = ( (float)gGameExternalOptions.ubStraightSightRange * GetMinRangeForAimBonus(&obj) / 100 );
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if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.3) ) // >= 30% of sight range (~4 tiles by default)
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{
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aimLevels += 2;
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}
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if ( GetMinRangeForAimBonus(&obj) >= (UINT8)(gGameExternalOptions.ubStraightSightRange * 6) ) // >= 60% of sight range (~9 tiles by default)
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{
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if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.6) ) // >= 60% of sight range (~9 tiles by default)
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{
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aimLevels += 2;
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}
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}
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