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Merged from revision: 7077
More visual enemy gear info (by Sevenfm) - Show additional info in NCTH cursor (press ALT) (ADDITIONAL_NCTH_CURSOR_INFO = 2) -> You can only use this feature at certain distance - Updated 'show enemy weapon' feature (SHOW_ENEMY_WEAPON = TRUE, SHOW_ENEMY_EXTENDED_INFO = TRUE) - Now it can show armour and face items, too. Useful for OCTH users (SHOW_ENEMY_AWARENESS = TRUE) - Show total value of damage, absorbed by armour in last attack (SHOW_HIT_INFO = TRUE) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7078 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-2
@@ -9343,6 +9343,8 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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UINT16 usAttackingWeapon = 0;
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INT32 sOrigGridNo = 0;
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BOOLEAN fFragment = FALSE;
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INT32 iTotalArmourProtection=0;
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if (pBullet == NULL && pFirer )
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{
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usAttackingWeapon = pFirer->inv[pFirer->ubAttackingHand][0]->data.gun.ubGunAmmoType;
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@@ -9413,7 +9415,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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// up to 50% extra impact for making particularly accurate successful shots
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iBonus = sHitBy / 2;
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//NumMessage("Bonus = ",bonus);
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//NumMessage("Bonus = ",bonus);
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iOrigImpact = iOrigImpact * (100 + iFluke + iBonus) / 100;
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@@ -9436,13 +9438,20 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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}
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}
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// sevenfm: store original impact
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pTarget->iLastBulletImpact += iOrigImpact;
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if (pubSpecial && (*pubSpecial == FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL || *pubSpecial == FIRE_WEAPON_BLINDED_SPECIAL) )
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{
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iImpact = iOrigImpact;
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}
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else
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{
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iImpact = iOrigImpact - TotalArmourProtection( pTarget, ubHitLocation, iOrigImpact, ubAmmoType );
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iTotalArmourProtection = TotalArmourProtection( pTarget, ubHitLocation, iOrigImpact, ubAmmoType );
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iImpact = iOrigImpact - iTotalArmourProtection;
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// sevenfm: store armour protection
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pTarget->iLastArmourProtection += iTotalArmourProtection;
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}
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// calc minimum damage
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