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Enhanced Description Box, v1.3. By Headrock
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -214,8 +214,18 @@ UINT16 MagazineClassIndexToItemType(UINT16 usMagIndex);
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BOOLEAN IsScoped( OBJECTTYPE * pObj );
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INT16 GetAimBonus( OBJECTTYPE * pObj, INT32 iRange, INT16 ubAimTime );
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// HEADROCK: Function to get the natural aimbonus of the weapon and its attachments
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INT16 GetFlatAimBonus( OBJECTTYPE * pObj );
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// HEADROCK: Function to get the final loudness value of a weapon, after reduction from its own characteristics, ammo and attachments
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INT16 GetFinalLoudness( OBJECTTYPE * pObj );
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INT16 GetMinAimBonusRange( OBJECTTYPE * pObj );
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INT16 GetToHitBonus( OBJECTTYPE * pObj, INT32 iRange, UINT8 bLightLevel, BOOLEAN fProneStance = FALSE );
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// HEADROCK: Added alternate function that only returns the natural to-hit-bonii of a weapon, ammo and attachments
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INT16 GetFlatToHitBonus( OBJECTTYPE * pObj );
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// HEADROCK: Function to get average of best laser ranges from weapon and attachments
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INT16 GetAverageBestLaserRange( OBJECTTYPE * pObj );
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// HEADROCK: Function to get bipod bonus from weapon and its attachments
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INT16 GetBipodBonus( OBJECTTYPE * pObj );
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UINT32 FindRangeBonusAttachment( OBJECTTYPE * pObj );
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INT16 GetRangeBonus( OBJECTTYPE * pObj );
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INT16 GetBurstToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
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@@ -244,6 +254,11 @@ INT16 GetMagSizeBonus( OBJECTTYPE * pObj );
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// GetBrightLightVisionRangeBonus: bLightLevel < NORMAL_LIGHTLEVEL_DAY
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// (remember: darker is higher!)
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INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel );
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// HEADROCK: Following function used to get the vision range bonus of an item and its attachments. Second argument controls specific
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// vision type.
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INT16 GetItemVisionRangeBonus( OBJECTTYPE * pObj, INT16 VisionType );
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// HEADROCK: This function calculates percent tunnel vision from an object and its attachments.
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UINT8 GetItemPercentTunnelVision( OBJECTTYPE * pObj );
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// Snap: Scale night vision bonus with light level
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INT16 NightBonusScale( INT16 bonus, UINT8 bLightLevel );
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@@ -253,6 +268,8 @@ BOOLEAN HasThermalOptics( SOLDIERTYPE * pSoldier );
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INT8 FindHearingAid( SOLDIERTYPE * pSoldier );
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INT16 GetHearingRangeBonus( SOLDIERTYPE * pSoldier );
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// HEADROCK: This is the same function as above, but calculates hearing range bonus without SOLDIERTYPE, from an item and its attachments
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INT16 GetItemHearingRangeBonus( OBJECTTYPE * pObj );
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INT8 IsGrenadeLauncher( OBJECTTYPE * pObj );
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INT16 GetGrenadeLauncherStatus( OBJECTTYPE * pObj );
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@@ -266,6 +283,8 @@ OBJECTTYPE* FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon
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UINT16 PickARandomLaunchable(UINT16 itemIndex);
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BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
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// HEADROCK: Declaration of new function to detect flash suppression without SOLDIERTYPE argument
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BOOLEAN IsFlashSuppressorAlt( OBJECTTYPE * pObj );
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INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
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BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
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BOOLEAN IsDetonator( OBJECTTYPE * pObj );
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@@ -297,12 +316,16 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier );
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INT16 GetCamoBonus( OBJECTTYPE * pObj );
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INT16 GetWornStealth( SOLDIERTYPE * pSoldier );
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INT16 GetStealthBonus( OBJECTTYPE * pObj );
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// HEADROCK: Non-status-dependent version of the above
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INT16 GetBasicStealthBonus( OBJECTTYPE * pObj );
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void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier);
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INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, INT16 ubAimTime);
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INT16 GetGearToHitBonus( SOLDIERTYPE * pSoldier );
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INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier );
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// HEADROCK: This function gets total AP bonus for an item and its attachments
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INT16 GetAPBonus( OBJECTTYPE * pObj );
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UINT16 GetFirstExplosiveOfType(UINT16 expType);
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