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synced 2026-08-05 14:00:23 +02:00
- cleaned up drug code
- moved trait cth modifiers into a SOLDIERTYPE member function git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5989 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2164,7 +2164,7 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
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this->bActionPoints = APBPConstants[AP_MIN_LIMIT];
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// Don't max out if we are drugged....
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if ( !GetDrugEffect( this, DRUG_TYPE_ADRENALINE ) && !!GetDrugEffect( this, DRUG_TYPE_AGILITY ) )
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if ( !MercUnderTheInfluence( this, DRUG_TYPE_ADRENALINE ) && !MercUnderTheInfluence( this, DRUG_TYPE_AGILITY ) )
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{
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///////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - following code messed a bit
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@@ -8515,7 +8515,7 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier
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// If a moving animation and w/re on drugs, increase speed....
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if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING )
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{
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if ( GetDrugEffect( pSoldier, DRUG_TYPE_ADRENALINE ) )
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if ( MercUnderTheInfluence( pSoldier, DRUG_TYPE_ADRENALINE ) )
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{
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pSoldier->sAniDelay = pSoldier->sAniDelay / 2;
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}
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@@ -15985,6 +15985,200 @@ STR16 SOLDIERTYPE::GetName()
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return tmpname[tmpuser];
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}
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INT8 SOLDIERTYPE::GetTraitCTHModifier( UINT16 usItem, INT16 ubAimTime, UINT8 ubTargetProfile )
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{
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INT8 modifier = 0;
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// Modify for traits
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if( gGameOptions.fNewTraitSystem )
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{
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// Bonus for heavy weapons moved here from above to get instant CtH bonus and not marksmanship bonus,
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// which is supressed by weapon condition
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if (Item[usItem].rocketlauncher || Item[usItem].singleshotrocketlauncher)
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{
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modifier += gSkillTraitValues.bCtHModifierRocketLaunchers; // -25% for untrained mercs !!!
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if (HAS_SKILL_TRAIT( this, HEAVY_WEAPONS_NT ))
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modifier += gSkillTraitValues.ubHWBonusCtHRocketLaunchers * NUM_SKILL_TRAITS( this, HEAVY_WEAPONS_NT ); // +25% per trait
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}
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// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
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else if ( Weapon[usItem].ubWeaponType == GUN_PISTOL )
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{
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modifier += gSkillTraitValues.bCtHModifierPistols; // -5% for untrained mercs.
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// this bonus is applied only on single shots!
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if ( HAS_SKILL_TRAIT( this, GUNSLINGER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
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modifier += gSkillTraitValues.ubGSBonusCtHPistols * NUM_SKILL_TRAITS( this, GUNSLINGER_NT ); // +10% per trait
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}
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else if ( Weapon[usItem].ubWeaponType == GUN_M_PISTOL )
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{
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modifier += gSkillTraitValues.bCtHModifierMachinePistols; // -5% for untrained mercs.
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// this bonus is applied only on single shots!
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if ( HAS_SKILL_TRAIT( this, GUNSLINGER_NT ) && ((this->bDoBurst == 0 && this->bDoAutofire == 0) || !gSkillTraitValues.ubGSCtHMPExcludeAuto))
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modifier += gSkillTraitValues.ubGSBonusCtHMachinePistols * NUM_SKILL_TRAITS( this, GUNSLINGER_NT ); // +5% per trait
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}
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// Added CtH bonus for Machinegunner skill on assault rifles, SMGs and LMGs
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else if ( Weapon[usItem].ubWeaponType == GUN_AS_RIFLE )
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{
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modifier += gSkillTraitValues.bCtHModifierAssaultRifles; // -5% for untrained mercs.
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if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) )
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modifier += gSkillTraitValues.ubAWBonusCtHAssaultRifles * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait
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}
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else if ( Weapon[usItem].ubWeaponType == GUN_SMG )
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{
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modifier += gSkillTraitValues.bCtHModifierSMGs; // -5% for untrained mercs.
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if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) )
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modifier += gSkillTraitValues.ubAWBonusCtHSMGs * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait
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}
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else if ( Weapon[usItem].ubWeaponType == GUN_LMG )
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{
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modifier += gSkillTraitValues.bCtHModifierLMGs; // -10% for untrained mercs.
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if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) )
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modifier += gSkillTraitValues.ubAWBonusCtHLMGs * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait
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}
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// Added CtH bonus for Gunslinger trait on pistols and machine-pistols
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else if ( Weapon[usItem].ubWeaponType == GUN_SN_RIFLE )
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{
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modifier += gSkillTraitValues.bCtHModifierSniperRifles; // -5% for untrained mercs.
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// this bonus is applied only on single shots!
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if ( HAS_SKILL_TRAIT( this, SNIPER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
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modifier += gSkillTraitValues.ubSNBonusCtHSniperRifles * NUM_SKILL_TRAITS( this, SNIPER_NT ); // +5% per trait
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}
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// Added CtH bonus for Ranger skill on rifles and shotguns
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else if ( Weapon[usItem].ubWeaponType == GUN_RIFLE )
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{
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modifier += gSkillTraitValues.bCtHModifierRifles; // -5% for untrained mercs.
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// this bonus is applied only on single shots!
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if ( HAS_SKILL_TRAIT( this, RANGER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
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modifier += gSkillTraitValues.ubRABonusCtHRifles * NUM_SKILL_TRAITS( this, RANGER_NT ); // +5% per trait
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//CHRISL: Why wouldn't sniper training include standard rifles which are often used as "poor-man sniper rifles"
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// this bonus is applied only on single shots!
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if ( HAS_SKILL_TRAIT( this, SNIPER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 )
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modifier += gSkillTraitValues.ubSNBonusCtHRifles * NUM_SKILL_TRAITS( this, SNIPER_NT ); // +5% per trait
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}
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else if ( Weapon[usItem].ubWeaponType == GUN_SHOTGUN )
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{
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modifier += gSkillTraitValues.bCtHModifierShotguns; // -5% for untrained mercs.
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if ( HAS_SKILL_TRAIT( this, RANGER_NT ) )
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modifier += gSkillTraitValues.ubRABonusCtHShotguns * NUM_SKILL_TRAITS( this, RANGER_NT ); // +10% per trait
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}
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// Added small CtH penalty for robot if controller hasn't the Technician trait
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if( AM_A_ROBOT( this ) )
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{
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modifier += gSkillTraitValues.bCtHModifierRobot; // -10%
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if ( HAS_SKILL_TRAIT( this->GetRobotController(), TECHNICIAN_NT ) )
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modifier += gSkillTraitValues.ubTECtHControlledRobotBonus * NUM_SKILL_TRAITS( this->GetRobotController(), TECHNICIAN_NT ); // +10% per trait
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}
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// Added character traits influence
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if ( this->ubProfile != NO_PROFILE )
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{
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// Sociable - better performance in groups
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if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
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{
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INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_SOCIABLE );
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if ( bNumMercs > 2 )
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modifier += 5;
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else if ( bNumMercs > 0 )
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modifier += 2;
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}
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// Loner - better performance when alone
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else if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_LONER )
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{
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INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_LONER );
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if ( bNumMercs == 0 )
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modifier += 5;
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else if ( bNumMercs <= 1 )
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modifier += 2;
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}
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// Aggressive - bonus on bursts/autofire
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else if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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{
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if (( this->bDoBurst || this->bDoAutofire ) && !ubAimTime )
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modifier += 10;
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}
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// Show-off - better performance if some babes around to impress
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else if ( gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
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{
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INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_SHOWOFF );
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if ( bNumMercs > 1 )
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modifier += 5;
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else if ( bNumMercs > 0 )
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modifier += 2;
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}
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// Added disabilities
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if ( this->ubProfile != NO_PROFILE )
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{
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// Heat intolerant penalty
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if ( MercIsHot( this ) )
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{
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modifier -= 15;
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}
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// Small penalty for fear of insects in tropical sectors
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// Flugente: drugs can temporarily cause a merc get a new disability
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else if ( ( (gMercProfiles[ this->ubProfile ].bDisability == FEAR_OF_INSECTS) || MercUnderTheInfluence(this, DRUG_TYPE_FEAROFINSECTS) )&& MercIsInTropicalSector( this ) )
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{
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// fear of insects, and we are in tropical sector
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modifier -= 5;
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}
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}
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}
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// Dauntless - penalty for not taking proper cover
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if ( ubTargetProfile != NOBODY )
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{
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if ( gMercProfiles[ ubTargetProfile ].bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
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modifier += 5;
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}
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}
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else
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{
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// this rather unlogical bonus for psychotic characters applies only with old traits
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if ( this->ubProfile != NO_PROFILE && gMercProfiles[ this->ubProfile ].bDisability == PSYCHO || MercUnderTheInfluence(this, DRUG_TYPE_PSYCHO))
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{
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modifier += AIM_BONUS_PSYCHO;
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}
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}
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return modifier;
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}
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void SOLDIERTYPE::AddDrugValues(UINT8 uDrugType, UINT8 usEffect, UINT8 usTravelRate, UINT8 usSideEffect )
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{
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// in case of wrong inout, stay safe
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if ( uDrugType >= DRUG_TYPE_MAX )
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return;
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// Add effects
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if ( ( this->drugs.bFutureDrugEffect[ uDrugType ] + usEffect ) < 127 )
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{
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this->drugs.bFutureDrugEffect[ uDrugType ] += usEffect;
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}
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this->drugs.bDrugEffectRate[ uDrugType ] = usTravelRate;
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// Reset once we sleep...
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this->drugs.bTimesDrugUsedSinceSleep[ uDrugType ]++;
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// Increment side effects..
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if ( ( this->drugs.bDrugSideEffect[ uDrugType ] + usSideEffect ) < 127 )
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{
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this->drugs.bDrugSideEffect[ uDrugType ] += usSideEffect;
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}
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// Stop side effects until were done....
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this->drugs.bDrugSideEffectRate[ uDrugType ] = 0;
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// set flag: we are on drugs
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this->bSoldierFlagMask |= SOLDIER_DRUGGED;
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}
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INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
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{
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INT8 bBandaged; //,savedOurTurn;
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