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- updated aiming levels to use a % of sight range, and to allow only rifles & sniper rifles to use aiming levels > 4
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@160 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+3
-3
@@ -7121,14 +7121,14 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier)
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UINT8 aimLevels = 4;
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OBJECTTYPE obj = pSoldier->inv[pSoldier->ubAttackingHand];
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if ( IsScoped( &obj ) )
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if ( ( Weapon[obj.usItem].ubWeaponType == GUN_RIFLE || Weapon[obj.usItem].ubWeaponType == GUN_SN_RIFLE ) && IsScoped( &obj ) )
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{
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if ( GetMinRangeForAimBonus(&obj) >= 60 ) // HACK: Madd: hard coded for now for testing
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if ( GetMinRangeForAimBonus(&obj) >= (UINT8)(gGameExternalOptions.ubStraightSightRange * 0.3) ) // >= 30% of sight range (~4 tiles by default)
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{
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aimLevels += 2;
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}
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if ( GetMinRangeForAimBonus(&obj) >= 90 ) // HACK: Madd: hard coded for now for testing
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if ( GetMinRangeForAimBonus(&obj) >= (UINT8)(gGameExternalOptions.ubStraightSightRange * 0.6) ) // >= 60% of sight range (~9 tiles by default)
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{
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aimLevels += 2;
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}
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