mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
- 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
This commit is contained in:
+15
-15
@@ -190,11 +190,11 @@ typedef struct
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BOOLEAN gfVSync;
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BOOLEAN gfVSync;
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//Animation settings
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//Animation settings
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UINT8 gubPlayerTurnSpeedUpFactor;
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UINT32 gubPlayerTurnSpeedUpFactor;
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UINT8 gubEnemyTurnSpeedUpFactor;
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UINT32 gubEnemyTurnSpeedUpFactor;
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UINT8 gubCreatureTurnSpeedUpFactor;
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UINT32 gubCreatureTurnSpeedUpFactor;
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UINT8 gubMilitiaTurnSpeedUpFactor;
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UINT32 gubMilitiaTurnSpeedUpFactor;
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UINT8 gubCivilianTurnSpeedUpFactor;
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UINT32 gubCivilianTurnSpeedUpFactor;
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//Sound settings
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//Sound settings
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UINT32 guiWeaponSoundEffectsVolume;
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UINT32 guiWeaponSoundEffectsVolume;
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@@ -217,15 +217,15 @@ typedef struct
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//Sight range
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//Sight range
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UINT8 ubStraightSightRange;
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UINT32 ubStraightSightRange;
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UINT32 ubVisDistDecreasePerRainIntensity;
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UINT32 ubVisDistDecreasePerRainIntensity;
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BOOLEAN gfAllowLimitedVision;
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BOOLEAN gfAllowLimitedVision;
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// Rain settings
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// Rain settings
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BOOLEAN gfAllowRain;
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BOOLEAN gfAllowRain;
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UINT16 gusRainChancePerDay;
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UINT32 gusRainChancePerDay;
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UINT16 gusRainMinLength;
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UINT32 gusRainMinLength;
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UINT16 gusRainMaxLength;
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UINT32 gusRainMaxLength;
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UINT32 guiMaxRainDrops;
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UINT32 guiMaxRainDrops;
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UINT32 ubWeaponReliabilityReductionPerRainIntensity;
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UINT32 ubWeaponReliabilityReductionPerRainIntensity;
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double ubBreathGainReductionPerRainIntensity;
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double ubBreathGainReductionPerRainIntensity;
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@@ -239,12 +239,12 @@ typedef struct
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UINT32 guiChanceToDoLightningBetweenTurns;
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UINT32 guiChanceToDoLightningBetweenTurns;
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//Gameplay settings
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//Gameplay settings
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UINT8 ubGameProgressStartMadlabQuest;
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UINT32 ubGameProgressStartMadlabQuest;
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UINT8 ubGameProgressMikeAvailable;
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UINT32 ubGameProgressMikeAvailable;
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UINT8 ubGameProgressIggyAvaliable;
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UINT32 ubGameProgressIggyAvaliable;
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UINT8 ubExplosivesDamageMultiplier;
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UINT32 ubExplosivesDamageMultiplier;
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UINT8 ubGunDamageMultiplier;
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UINT32 ubGunDamageMultiplier;
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UINT8 ubMeleeDamageMultiplier;
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UINT32 ubMeleeDamageMultiplier;
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UINT32 ubEasyEnemyStartingAlertLevel;
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UINT32 ubEasyEnemyStartingAlertLevel;
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UINT32 ubNormalEnemyStartingAlertLevel;
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UINT32 ubNormalEnemyStartingAlertLevel;
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+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.169" };
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INT16 zVersionLabel[256] = { L"Release v1.13.170" };
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#endif
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#endif
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+2
-2
@@ -43,7 +43,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.169_2006_06_04.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.170_2006_06_04.exe"
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LinkIncremental="2"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.169_2006_06_04.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.170_2006_06_04.exe"
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LinkIncremental="1"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -5354,41 +5354,39 @@ UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife
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}
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}
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}
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}
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if ( !gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] )
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// none found,
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// Now loop back
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for ( cnt = 0; cnt < bFirstID; cnt++ )
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{
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{
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// none found,
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if ( gTeamPanel[ cnt ].fOccupied )
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// Now loop back
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for ( cnt = 0; cnt < bFirstID; cnt++ )
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{
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{
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if ( gTeamPanel[ cnt ].fOccupied )
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pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
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if ( fOnlyRegularMercs )
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{
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{
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pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
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if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
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if ( fOnlyRegularMercs )
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{
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{
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if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
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continue;
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{
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continue;
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}
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}
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}
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}
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if ( fGoodForLessOKLife )
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if ( fGoodForLessOKLife )
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{
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if ( pTeamSoldier->bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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{
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if ( pTeamSoldier->bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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{
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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}
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}
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}
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else
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}
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else
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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{
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return( (UINT8)gTeamPanel[ cnt ].ubID );
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}
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}
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}
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}
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}
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}
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}
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}
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}
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// IF we are here, keep as we always were!
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// IF we are here, keep as we always were!
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return( pSoldier->ubID );
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return( pSoldier->ubID );
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}
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}
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+6
-3
@@ -7106,7 +7106,7 @@ INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj )
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INT16 bns;
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INT16 bns;
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bns = Item[pObj->usItem].minrangeforaimbonus;
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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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for (int i = 0; i < MAX_ATTACHMENTS; i++)
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{
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{
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@@ -7119,6 +7119,7 @@ INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj )
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UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier)
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UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier)
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{
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{
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UINT8 aimLevels = 4;
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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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OBJECTTYPE obj = pSoldier->inv[pSoldier->ubAttackingHand];
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BOOLEAN allowed = TRUE;
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BOOLEAN allowed = TRUE;
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@@ -7127,12 +7128,14 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier)
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if ( allowed && IsScoped( &obj ) )
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if ( allowed && IsScoped( &obj ) )
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{
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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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{
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aimLevels += 2;
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aimLevels += 2;
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}
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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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if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.6) ) // >= 60% of sight range (~9 tiles by default)
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{
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{
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aimLevels += 2;
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aimLevels += 2;
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}
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}
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