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New feature: advanced repair/dirt system
- items now have an internal repair value that can be lowered through damage taken. They can only be repaired up to that value by your mercs, onyl smiths can fully restore it to 100% - guns get dirty over time, especially when shooting. Thsi can cause them to jam. Use cleaning kits (item #1576) to clean them by pressing 'Alt' + '.' - more on this feature in http://www.bears-pit.com/board/ubbthreads.php/topics/308926/New_feature_advanced_repair_di.html#Post308926 - this requires GameDir revision 1496 or higher WARING! THIS BREAKS SAVEGAME COMPATIBIITY! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5480 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+36
-29
@@ -80,7 +80,8 @@ ammotypeStartElementHandle(void *userData, const XML_Char *name, const XML_Char
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strcmp(name, "tracerEffect") == 0 ||
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strcmp(name, "monsterSpit") == 0 ||
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strcmp(name, "temperatureModificator") == 0 ||
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strcmp(name, "PoisonPercentage") == 0 ))
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strcmp(name, "PoisonPercentage") == 0 ||
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strcmp(name, "dirtModificator") == 0 ))
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{
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pData->curElement = ELEMENT_PROPERTY;
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@@ -292,6 +293,11 @@ ammotypeEndElementHandle(void *userData, const XML_Char *name)
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pData->curAmmoType.poisonPercentage = max(0, pData->curAmmoType.poisonPercentage);
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pData->curAmmoType.poisonPercentage = min(100, pData->curAmmoType.poisonPercentage);
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}
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else if(strcmp(name, "dirtModificator") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curAmmoType.dirtModificator = (FLOAT) atof(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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@@ -384,37 +390,38 @@ BOOLEAN WriteAmmoTypeStats()
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FilePrintf(hFile,"\t<AMMOTYPE>\r\n");
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FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt );
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FilePrintf(hFile,"\t\t<fontColour>%d</fontColour>\r\n", AmmoTypes[cnt].fontColour );
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FilePrintf(hFile,"\t\t<grayed>%d</grayed>\r\n", AmmoTypes[cnt].grayed );
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FilePrintf(hFile,"\t\t<offNormal>%d</offNormal>\r\n", AmmoTypes[cnt].offNormal );
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FilePrintf(hFile,"\t\t<onNormal>%d</onNormal>\r\n", AmmoTypes[cnt].onNormal );
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FilePrintf(hFile,"\t\t<structureImpactReductionMultiplier>%d</structureImpactReductionMultiplier>\r\n", AmmoTypes[cnt].structureImpactReductionMultiplier );
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FilePrintf(hFile,"\t\t<structureImpactReductionDivisor>%d</structureImpactReductionDivisor>\r\n", AmmoTypes[cnt].structureImpactReductionDivisor );
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FilePrintf(hFile,"\t\t<armourImpactReductionMultiplier>%d</armourImpactReductionMultiplier>\r\n", AmmoTypes[cnt].armourImpactReductionMultiplier );
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FilePrintf(hFile,"\t\t<armourImpactReductionDivisor>%d</armourImpactReductionDivisor>\r\n", AmmoTypes[cnt].armourImpactReductionDivisor );
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FilePrintf(hFile,"\t\t<beforeArmourDamageMultiplier>%d</beforeArmourDamageMultiplier>\r\n", AmmoTypes[cnt].beforeArmourDamageMultiplier );
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FilePrintf(hFile,"\t\t<beforeArmourDamageDivisor>%d</beforeArmourDamageDivisor>\r\n", AmmoTypes[cnt].beforeArmourDamageDivisor );
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FilePrintf(hFile,"\t\t<afterArmourDamageMultiplier>%d</afterArmourDamageMultiplier>\r\n", AmmoTypes[cnt].afterArmourDamageMultiplier );
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FilePrintf(hFile,"\t\t<afterArmourDamageDivisor>%d</afterArmourDamageDivisor>\r\n", AmmoTypes[cnt].afterArmourDamageDivisor );
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FilePrintf(hFile,"\t\t<zeroMinimumDamage>%d</zeroMinimumDamage>\r\n", AmmoTypes[cnt].zeroMinimumDamage );
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FilePrintf(hFile,"\t\t<canGoThrough>%d</canGoThrough>\r\n", AmmoTypes[cnt].canGoThrough );
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FilePrintf(hFile,"\t\t<standardIssue>%d</standardIssue>\r\n", AmmoTypes[cnt].standardIssue );
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FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt );
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FilePrintf(hFile,"\t\t<fontColour>%d</fontColour>\r\n", AmmoTypes[cnt].fontColour );
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FilePrintf(hFile,"\t\t<grayed>%d</grayed>\r\n", AmmoTypes[cnt].grayed );
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FilePrintf(hFile,"\t\t<offNormal>%d</offNormal>\r\n", AmmoTypes[cnt].offNormal );
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FilePrintf(hFile,"\t\t<onNormal>%d</onNormal>\r\n", AmmoTypes[cnt].onNormal );
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FilePrintf(hFile,"\t\t<structureImpactReductionMultiplier>%d</structureImpactReductionMultiplier>\r\n", AmmoTypes[cnt].structureImpactReductionMultiplier );
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FilePrintf(hFile,"\t\t<structureImpactReductionDivisor>%d</structureImpactReductionDivisor>\r\n", AmmoTypes[cnt].structureImpactReductionDivisor );
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FilePrintf(hFile,"\t\t<armourImpactReductionMultiplier>%d</armourImpactReductionMultiplier>\r\n", AmmoTypes[cnt].armourImpactReductionMultiplier );
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FilePrintf(hFile,"\t\t<armourImpactReductionDivisor>%d</armourImpactReductionDivisor>\r\n", AmmoTypes[cnt].armourImpactReductionDivisor );
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FilePrintf(hFile,"\t\t<beforeArmourDamageMultiplier>%d</beforeArmourDamageMultiplier>\r\n", AmmoTypes[cnt].beforeArmourDamageMultiplier );
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FilePrintf(hFile,"\t\t<beforeArmourDamageDivisor>%d</beforeArmourDamageDivisor>\r\n", AmmoTypes[cnt].beforeArmourDamageDivisor );
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FilePrintf(hFile,"\t\t<afterArmourDamageMultiplier>%d</afterArmourDamageMultiplier>\r\n", AmmoTypes[cnt].afterArmourDamageMultiplier );
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FilePrintf(hFile,"\t\t<afterArmourDamageDivisor>%d</afterArmourDamageDivisor>\r\n", AmmoTypes[cnt].afterArmourDamageDivisor );
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FilePrintf(hFile,"\t\t<zeroMinimumDamage>%d</zeroMinimumDamage>\r\n", AmmoTypes[cnt].zeroMinimumDamage );
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FilePrintf(hFile,"\t\t<canGoThrough>%d</canGoThrough>\r\n", AmmoTypes[cnt].canGoThrough );
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FilePrintf(hFile,"\t\t<standardIssue>%d</standardIssue>\r\n", AmmoTypes[cnt].standardIssue );
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FilePrintf(hFile,"\t\t<numberOfBullets>%d</numberOfBullets>\r\n", AmmoTypes[cnt].numberOfBullets );
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FilePrintf(hFile,"\t\t<multipleBulletDamageMultiplier>%d</multipleBulletDamageMultiplier>\r\n", AmmoTypes[cnt].multipleBulletDamageMultiplier );
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FilePrintf(hFile,"\t\t<multipleBulletDamageDivisor>%d</multipleBulletDamageDivisor>\r\n", AmmoTypes[cnt].multipleBulletDamageDivisor );
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FilePrintf(hFile,"\t\t<highExplosive>%d</highExplosive>\r\n", AmmoTypes[cnt].highExplosive );
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FilePrintf(hFile,"\t\t<explosionSize>%d</explosionSize>\r\n", AmmoTypes[cnt].explosionSize );
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FilePrintf(hFile,"\t\t<antiTank>%d</antiTank>\r\n", AmmoTypes[cnt].antiTank );
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FilePrintf(hFile,"\t\t<dart>%d</dart>\r\n", AmmoTypes[cnt].dart );
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FilePrintf(hFile,"\t\t<knife>%d</knife>\r\n", AmmoTypes[cnt].knife );
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FilePrintf(hFile,"\t\t<monsterSpit>%d</monsterSpit>\r\n", AmmoTypes[cnt].monsterSpit );
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FilePrintf(hFile,"\t\t<acidic>%d</acidic>\r\n", AmmoTypes[cnt].acidic );
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FilePrintf(hFile,"\t\t<ignoreArmour>%d</ignoreArmour>\r\n", AmmoTypes[cnt].ignoreArmour );
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FilePrintf(hFile,"\t\t<multipleBulletDamageMultiplier>%d</multipleBulletDamageMultiplier>\r\n", AmmoTypes[cnt].multipleBulletDamageMultiplier );
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FilePrintf(hFile,"\t\t<multipleBulletDamageDivisor>%d</multipleBulletDamageDivisor>\r\n", AmmoTypes[cnt].multipleBulletDamageDivisor );
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FilePrintf(hFile,"\t\t<highExplosive>%d</highExplosive>\r\n", AmmoTypes[cnt].highExplosive );
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FilePrintf(hFile,"\t\t<explosionSize>%d</explosionSize>\r\n", AmmoTypes[cnt].explosionSize );
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FilePrintf(hFile,"\t\t<antiTank>%d</antiTank>\r\n", AmmoTypes[cnt].antiTank );
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FilePrintf(hFile,"\t\t<dart>%d</dart>\r\n", AmmoTypes[cnt].dart );
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FilePrintf(hFile,"\t\t<knife>%d</knife>\r\n", AmmoTypes[cnt].knife );
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FilePrintf(hFile,"\t\t<monsterSpit>%d</monsterSpit>\r\n", AmmoTypes[cnt].monsterSpit );
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FilePrintf(hFile,"\t\t<acidic>%d</acidic>\r\n", AmmoTypes[cnt].acidic );
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FilePrintf(hFile,"\t\t<ignoreArmour>%d</ignoreArmour>\r\n", AmmoTypes[cnt].ignoreArmour );
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FilePrintf(hFile,"\t\t<lockBustingPower>%d</lockBustingPower>\r\n", AmmoTypes[cnt].lockBustingPower );
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FilePrintf(hFile,"\t\t<tracerEffect>%d</tracerEffect>\r\n", AmmoTypes[cnt].tracerEffect );
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FilePrintf(hFile,"\t\t<temperatureModificator>%4.2f</temperatureModificator>\r\n", AmmoTypes[cnt].temperatureModificator );
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FilePrintf(hFile,"\t\t<tracerEffect>%d</tracerEffect>\r\n", AmmoTypes[cnt].tracerEffect );
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FilePrintf(hFile,"\t\t<temperatureModificator>%4.2f</temperatureModificator>\r\n", AmmoTypes[cnt].temperatureModificator );
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FilePrintf(hFile,"\t\t<PoisonPercentage>%d</PoisonPercentage>\r\n", AmmoTypes[cnt].poisonPercentage );
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FilePrintf(hFile,"\t\t<dirtModificator>%4.2f</dirtModificator>\r\n", AmmoTypes[cnt].dirtModificator );
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FilePrintf(hFile,"\t</AMMOTYPE>\r\n");
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