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new modifiers for item properties:
- APs to reload - APs to reload manually - max distance for messy death - gun handling - best laser range git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6472 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6370,7 +6370,13 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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{
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// HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG.
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//if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath || (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && usWeaponIndex == BARRETT ))
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if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath)
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UINT8 ubDistMessy = Weapon[ usWeaponIndex ].maxdistformessydeath;
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// modify by ini values
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if ( Item[ usWeaponIndex ].usItemClass == IC_GUN )
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ubDistMessy *= gItemSettings.fDistMessyModifierGun[ Weapon[ usWeaponIndex ].ubWeaponType ];
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if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy)
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{
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usNewGridNo = NewGridNo( pSoldier->sGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) );
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@@ -6393,7 +6399,13 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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{
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// HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG.
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//if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath || (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && usWeaponIndex == BARRETT ))
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if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath)
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UINT8 ubDistMessy = Weapon[ usWeaponIndex ].maxdistformessydeath;
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// modify by ini values
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if ( Item[ usWeaponIndex ].usItemClass == IC_GUN )
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ubDistMessy *= gItemSettings.fDistMessyModifierGun[ Weapon[ usWeaponIndex ].ubWeaponType ];
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if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy)
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{
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// possibly play torso explosion anim!
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