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Move grenade bonuses from Demolitions to Throwing (#202)
* Copy grenade settings from demolitions to throwing * Fix setting strings * Add throwing bonuses to the same spots as demolitions * Delete grenade bonuses from Demolitions * Update text * Reapply throwing check
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@@ -10175,10 +10175,10 @@ INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed, O
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iRange += ((iRange * gSkillTraitValues.ubTHBladesMaxRange ) / 100);
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}
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// sevenfm: add range only for hand grenades and not launched grenades
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else if ( (Item[ usItem ].usItemClass == IC_GRENADE) && Item[usItem].ubCursor == TOSSCURS && (HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT )) )
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else if ( (Item[ usItem ].usItemClass == IC_GRENADE) && Item[usItem].ubCursor == TOSSCURS && HAS_SKILL_TRAIT( pSoldier, THROWING_NT ) )
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{
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// better max range due to expertise
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iRange += ((iRange * gSkillTraitValues.ubDEMaxRangeToThrowGrenades) / 100);
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iRange += ((iRange * gSkillTraitValues.ubTHMaxRangeToThrowGrenades) / 100);
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}
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}
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else
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@@ -10260,9 +10260,8 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
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else
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{
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iChance += gSkillTraitValues.bCtHModifierThrowingGrenades; // -10% for untrained mercs
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if ( HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT ) )
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iChance += gSkillTraitValues.ubDECtHWhenThrowingGrenades; // +30% chance
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if ( HAS_SKILL_TRAIT( pSoldier, THROWING_NT ) )
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iChance += gSkillTraitValues.ubTHCtHWhenThrowingGrenades;
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}
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}
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else
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@@ -12196,4 +12195,4 @@ BOOLEAN ArtilleryStrike( UINT16 usItem, UINT8 ubOwnerID, UINT32 usStartingGridNo
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//REAL_OBJECT* pObject = &( ObjectSlots[ iID ] );
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return TRUE;
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}
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}
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