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Add BOXER() & ISVIP() macros
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@@ -4260,10 +4260,10 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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// sevenfm: bonus for boxers for attack from the back
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if (iHitChance < 100 &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pSoldier) &&
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!pSoldier->bBlindedCounter &&
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gAnimControl[pTargetSoldier->usAnimState].ubEndHeight > ANIM_PRONE &&
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(pTargetSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pTargetSoldier) &&
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pTargetSoldier->usSoldierFlagMask2 & SOLDIER_BACK_ATTACK)
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{
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iHitChance += (100 - iHitChance) / 2;
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@@ -4879,7 +4879,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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if (pTargetSoldier->bActionPoints > 0 &&
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gGameOptions.fNewTraitSystem &&
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gTacticalStatus.bBoxingState == BOXING &&
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(pTargetSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pTargetSoldier) &&
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Chance(ubCounterattackChance) &&
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IS_MERC_BODY_TYPE(pSoldier) &&
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IS_MERC_BODY_TYPE(pTargetSoldier) &&
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@@ -9719,7 +9719,7 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAi
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{
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// Changed from DG by CJC to give higher chances of hitting with a stab or punch
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// sevenfm: lowered chance for boxers
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if (pAttacker->flags.uiStatusFlags & SOLDIER_BOXER)
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if (BOXER(pAttacker))
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iChance = 50 + (iAttRating - iDefRating) / 3;
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else
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iChance = 67 + (iAttRating - iDefRating) / 3;
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@@ -9774,8 +9774,8 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAi
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// sevenfm: bonus for boxers for attacking from the back
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if (ubMode == HTH_MODE_PUNCH &&
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(pAttacker->flags.uiStatusFlags & SOLDIER_BOXER) &&
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(pDefender->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pAttacker) &&
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BOXER(pDefender) &&
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iChance < 100 &&
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!pAttacker->bBlindedCounter &&
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gAnimControl[pDefender->usAnimState].ubEndHeight > ANIM_PRONE &&
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