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New weapon type modifiers for:
- damage - single shot AP - burst AP - auto fire AP Fixed some parts where the raw item property was used instead of the Get... function that should be used. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6470 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+61
-11
@@ -2405,7 +2405,7 @@ void LoadItemSettings()
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{
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CIniReader iniReader(ITEM_SETTINGS_FILE);
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// silversurfer: New values to fine-tune weapon overheating for different gun classes
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// values to fine-tune weapon overheating for different weapon types
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// --------- PISTOLS ----------
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gItemSettings.fOverheatJamThresholdModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_JAM_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatDamageThresholdModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_DAMAGE_THRESHOLD_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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@@ -2452,17 +2452,67 @@ void LoadItemSettings()
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gItemSettings.fOverheatTemperatureModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_TEMPERATURE_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fOverheatCooldownModifierLauncher = iniReader.ReadFloat ("Weapon Settings","OVERHEATING_COOLDOWN_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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// silversurfer: new values to adjust weapon range for different gun classes
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gItemSettings.fRangeModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_PISTOL_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_MP_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_SMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_RIFLE_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_SNIPER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_AR_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_LMG_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","RANGE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 10.0f);
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// values to adjust weapon range for different weapon types
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gItemSettings.fRangeModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fRangeModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","RANGE_MP_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fRangeModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_SMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fRangeModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fRangeModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fRangeModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","RANGE_AR_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fRangeModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","RANGE_LMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fRangeModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","RANGE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f);
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// -------- LAUNCHERs ---------
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gItemSettings.fRangeModifierLauncher = iniReader.ReadFloat ("Weapon Settings","RANGE_LAUNCHER_MODIFIER", 1.0f, 0.1f, 10.0f);
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gItemSettings.fRangeModifierLauncher = iniReader.ReadFloat ("Weapon Settings","RANGE_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f);
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// values to adjust damage for different weapon types
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// ----------- GUNS -----------
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gItemSettings.fDamageModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_MP_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_SMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_AR_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_LMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","DAMAGE_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f);
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// ----------- MELEE ----------
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gItemSettings.fDamageModifierBlade = iniReader.ReadFloat ("Weapon Settings","DAMAGE_BLADE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierPunch = iniReader.ReadFloat ("Weapon Settings","DAMAGE_PUNCH_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fDamageModifierTentacle = iniReader.ReadFloat ("Weapon Settings","DAMAGE_TENTACLE_MODIFIER", 1.0f, 0.1f, 5.0f);
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// values to adjust APs needed for a single attack
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","SP4T_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","SP4T_MP_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","SP4T_SMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","SP4T_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","SP4T_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","SP4T_AR_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","SP4T_LMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","SP4T_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierLauncher = iniReader.ReadFloat ("Weapon Settings","SP4T_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierBlade = iniReader.ReadFloat ("Weapon Settings","SP4T_BLADE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierPunch = iniReader.ReadFloat ("Weapon Settings","SP4T_PUNCH_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierTentacle = iniReader.ReadFloat ("Weapon Settings","SP4T_TENTACLE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fShotsPer4TurnsModifierThrowKnife = iniReader.ReadFloat ("Weapon Settings","SP4T_THROWKNIFE_MODIFIER", 1.0f, 0.1f, 5.0f);
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// values to adjust Burst APs for different weapon types
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gItemSettings.fBurstAPModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fBurstAPModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_MP_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fBurstAPModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_SMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fBurstAPModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fBurstAPModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fBurstAPModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_AR_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fBurstAPModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_LMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fBurstAPModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","BURST_AP_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f);
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// values to adjust Auto Fire APs for different weapon types
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gItemSettings.fAFShotsPer5APModifierGun[GUN_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_PISTOL_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fAFShotsPer5APModifierGun[GUN_M_PISTOL] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_MP_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fAFShotsPer5APModifierGun[GUN_SMG] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_SMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fAFShotsPer5APModifierGun[GUN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_RIFLE_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fAFShotsPer5APModifierGun[GUN_SN_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_SNIPER_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fAFShotsPer5APModifierGun[GUN_AS_RIFLE] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_AR_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fAFShotsPer5APModifierGun[GUN_LMG] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_LMG_MODIFIER", 1.0f, 0.1f, 5.0f);
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gItemSettings.fAFShotsPer5APModifierGun[GUN_SHOTGUN] = iniReader.ReadFloat ("Weapon Settings","AF_SP5AP_SHOTGUN_MODIFIER", 1.0f, 0.1f, 5.0f);
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}
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INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse)
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