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- New Feature: Spotter skill (available to every merc) allows a merc to be spotter for other snipers. Spotter items have to be in hands, spending APs cancels action.
- renamed GetObjectNCTHModifier to GetObjectModifier, as function is no longer used exclusively for NCTH Warning: GameDir >= r1896 is required. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6694 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+25
-21
@@ -10179,34 +10179,34 @@ INT16 GetToHitBonus( OBJECTTYPE * pObj, INT32 iRange, UINT8 bLightLevel, BOOLEAN
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// For a "default" value, feed the function a value of ubStance=ANIM_STAND.
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INT32 GetItemNCTHModifier(OBJECTTYPE* pObj, UINT8 ubRef, UINT8 usType)
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INT32 GetItemModifier(OBJECTTYPE* pObj, UINT8 ubRef, UINT8 usType)
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{
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INT32 iModifier = 0;
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switch( usType )
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{
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case NCTHMODIFIER_FLATBASE:
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case ITEMMODIFIER_FLATBASE:
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iModifier += BonusReduceMore( Item[pObj->usItem].flatbasemodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_PERCENTBASE:
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case ITEMMODIFIER_PERCENTBASE:
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iModifier += BonusReduceMore( Item[pObj->usItem].percentbasemodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_FLATAIM:
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case ITEMMODIFIER_FLATAIM:
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iModifier += BonusReduceMore( Item[pObj->usItem].flataimmodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_PERCENTAIM:
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case ITEMMODIFIER_PERCENTAIM:
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iModifier += BonusReduceMore( Item[pObj->usItem].percentaimmodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_PERCENTCAP:
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case ITEMMODIFIER_PERCENTCAP:
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iModifier += BonusReduceMore( Item[pObj->usItem].percentcapmodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_PERCENTHANDLING:
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case ITEMMODIFIER_PERCENTHANDLING:
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iModifier += BonusReduceMore( Item[pObj->usItem].percenthandlingmodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_DROPCOMPENSATION:
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case ITEMMODIFIER_DROPCOMPENSATION:
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iModifier += BonusReduceMore( Item[pObj->usItem].percentdropcompensationmodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_COUNTERFORCEMAX:
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case ITEMMODIFIER_COUNTERFORCEMAX:
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iModifier += BonusReduceMore( Item[pObj->usItem].maxcounterforcemodifier[ubRef], (*pObj)[0]->data.objectStatus );
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if(ubRef == 1)
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@@ -10215,33 +10215,37 @@ INT32 GetItemNCTHModifier(OBJECTTYPE* pObj, UINT8 ubRef, UINT8 usType)
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iModifier += (INT32)gGameCTHConstants.RECOIL_MAX_COUNTER_PRONE;
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break;
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case NCTHMODIFIER_COUNTERFORCEACCURACY:
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case ITEMMODIFIER_COUNTERFORCEACCURACY:
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iModifier += BonusReduceMore( Item[pObj->usItem].counterforceaccuracymodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_COUNTERFORCEFREQUENCY:
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case ITEMMODIFIER_COUNTERFORCEFREQUENCY:
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iModifier += BonusReduceMore( Item[pObj->usItem].counterforcefrequencymodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_TRACKING:
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case ITEMMODIFIER_TRACKING:
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iModifier += BonusReduceMore( Item[pObj->usItem].targettrackingmodifier[ubRef], (*pObj)[0]->data.objectStatus );
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break;
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case NCTHMODIFIER_AIMLEVELS:
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case ITEMMODIFIER_AIMLEVELS:
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iModifier += Item[pObj->usItem].aimlevelsmodifier[ubRef];
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break;
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case ITEMMODIFIER_SPOTTER:
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iModifier += BonusReduceMore( Item[pObj->usItem].usSpotting, (*pObj)[0]->data.objectStatus );
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break;
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}
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return iModifier;
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}
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// Flugente: unified function (no need to have 12 functions that all do the same thing and clutter the code)
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INT32 GetObjectNCTHModifier( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, UINT8 ubStance, UINT8 usType )
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INT32 GetObjectModifier( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, UINT8 ubStance, UINT8 usType )
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{
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INT32 iModifier=0;
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UINT8 ubRef = GetStanceModifierRef( ubStance );
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if (pObj->exists() == true && UsingNewCTHSystem() == true)
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if (pObj->exists() )//&& UsingNewCTHSystem() == true)
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{
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iModifier += Item[pObj->usItem].aimlevelsmodifier[ubRef];
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iModifier += GetItemModifier( pObj, ubRef, usType);
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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@@ -10251,7 +10255,7 @@ INT32 GetObjectNCTHModifier( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, UINT8 ubSt
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if ( gGameExternalOptions.fScopeModes && pSoldier && Item[pObj->usItem].usItemClass == IC_GUN && IsAttachmentClass(iter->usItem, (AC_SCOPE|AC_SIGHT|AC_IRONSIGHT) ) )
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continue;
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iModifier += GetItemNCTHModifier( (&(*iter)), ubRef, usType);
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iModifier += GetItemModifier( (&(*iter)), ubRef, usType);
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}
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}
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@@ -10263,7 +10267,7 @@ INT32 GetObjectNCTHModifier( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, UINT8 ubSt
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// only use scope mode if gun is in hand, otherwise an error might occur!
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if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
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iModifier += GetItemNCTHModifier(ObjList[pSoldier->bScopeMode], ubRef, usType);
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iModifier += GetItemModifier(ObjList[pSoldier->bScopeMode], ubRef, usType);
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}
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}
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@@ -12999,8 +13003,8 @@ UINT8 AllowedAimingLevelsNCTH( SOLDIERTYPE *pSoldier, INT32 sGridNo )
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if ( gGameExternalOptions.fWeaponResting && pSoldier->IsWeaponMounted() )
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stance = ANIM_PRONE;
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INT32 moda = GetObjectNCTHModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], stance, NCTHMODIFIER_AIMLEVELS );
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INT32 modb = GetObjectNCTHModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], gAnimControl[ pSoldier->usAnimState ].ubEndHeight, NCTHMODIFIER_AIMLEVELS );
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INT32 moda = GetObjectModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], stance, ITEMMODIFIER_AIMLEVELS );
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INT32 modb = GetObjectModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], gAnimControl[ pSoldier->usAnimState ].ubEndHeight, ITEMMODIFIER_AIMLEVELS );
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aimLevels += (INT32) ((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
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}
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@@ -13381,7 +13385,7 @@ UINT8 GetAllowedAimingLevelsForItem( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UI
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}
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// HEADROCK HAM 4: This modifier from the weapon and its attachments replaces the generic bipod bonus.
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aimLevels += GetObjectNCTHModifier( pSoldier, pObj, ubStance, NCTHMODIFIER_AIMLEVELS );
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aimLevels += GetObjectModifier( pSoldier, pObj, ubStance, ITEMMODIFIER_AIMLEVELS );
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aimLevels += GetAimLevelsTraitModifier( pSoldier, pObj );
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