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Improvement (by Tais): Weapons in the hands or gunsling position can also give a camo bonus. Can also be negative in regard to 'shiny' equipment
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5440 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -11819,6 +11819,14 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
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ttl -= Item[pSoldier->inv[VESTPOS].usItem].camobonus;
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}
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}
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//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
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if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetCamoBonus(&pSoldier->inv[HANDPOS]);
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if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
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if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, 100 );
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@@ -11842,6 +11850,14 @@ INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
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if ( pSoldier->inv[bLoop].exists() == true )
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ttl += GetUrbanCamoBonus(&pSoldier->inv[bLoop]);
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}
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//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
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if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetUrbanCamoBonus(&pSoldier->inv[HANDPOS]);
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if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetUrbanCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
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if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetUrbanCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, 100 );
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@@ -11865,6 +11881,14 @@ INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
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if ( pSoldier->inv[bLoop].exists() == true )
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ttl += GetDesertCamoBonus(&pSoldier->inv[bLoop]);
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}
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//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
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if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetDesertCamoBonus(&pSoldier->inv[HANDPOS]);
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if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetDesertCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
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if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetDesertCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, 100 );
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}
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@@ -11887,6 +11911,14 @@ INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
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if ( pSoldier->inv[bLoop].exists() == true )
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ttl += GetSnowCamoBonus(&pSoldier->inv[bLoop]);
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}
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//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
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if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetSnowCamoBonus(&pSoldier->inv[HANDPOS]);
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if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetSnowCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
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if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
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ttl += GetSnowCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
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}
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return __min( ttl, 100 );
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}
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