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New Trait: SURVIVAL (new minor trait) gets the non-weapon parts of the ranger trait.
Requires GameDir >= r2213. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7756 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1541,10 +1541,10 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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if( sBreathPerAP < 0 && ( pSoldier->pathing.bLevel || !FindStructure( pSoldier->sGridNo, STRUCTURE_ROOF ) ) && pSoldier->bBreath > 1)
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{
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// Added a feature to reduce rain effect on regaining breath with Ranger trait - SANDRO
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if( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) && ( gGameOptions.fNewTraitSystem ))
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if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) && (gGameOptions.fNewTraitSystem) )
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{
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INT16 sBreathGainPenalty = 0;
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sBreathGainPenalty = (INT16)((gGameExternalOptions.ubBreathGainReductionPerRainIntensity * (100 - gSkillTraitValues.ubRAWeatherPenaltiesReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) / 100);
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sBreathGainPenalty = (INT16)((gGameExternalOptions.ubBreathGainReductionPerRainIntensity * (100 - gSkillTraitValues.ubSVWeatherPenaltiesReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ))) / 100);
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sBreathGainPenalty = min( max( 0, sBreathGainPenalty ), 100); // keep it 0-100%
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sBreathPerAP -= (INT16)( sBreathPerAP * gbCurrentRainIntensity * sBreathGainPenalty /100 );
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}
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