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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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+51
-9
@@ -1492,11 +1492,15 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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//UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, UINT16 usItem )
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INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj, SOLDIERTYPE* pSoldier )
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{
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INT32 aps;
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INT32 aps, iModifiedAPs;
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iModifiedAPs = Weapon[ pObj->usItem ].bBurstAP;
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// modify by ini values
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if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
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iModifiedAPs *= gItemSettings.fBurstAPModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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// base APs is what you'd get from CalcActionPoints();
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// NB round UP, so 21-25 APs pay full
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aps = ( Weapon[ pObj->usItem ].bBurstAP * bBaseActionPoints + (APBPConstants[AP_MAXIMUM] - 1) ) / APBPConstants[AP_MAXIMUM];
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aps = ( iModifiedAPs * bBaseActionPoints + (APBPConstants[AP_MAXIMUM] - 1) ) / APBPConstants[AP_MAXIMUM];
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/*if ( GetPercentBurstFireAPReduction(pObj)>0 )
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{
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@@ -1514,7 +1518,7 @@ INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj, SOLDIERTYPE* p
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aps = ( aps * ( 100 - GetPercentAPReduction(pSoldier, pObj) ) ) / 100;
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// Snap: moved this up to allow burst AP reduction up to 100%
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aps = __max( aps, ( Weapon[ pObj->usItem ].bBurstAP + 1 ) / 2 );
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aps = __max( aps, ( iModifiedAPs + 1 ) / 2 );
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aps = ( aps * ( 100 - GetPercentBurstFireAPReduction(pObj) ) ) / 100;
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@@ -1528,11 +1532,17 @@ INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj, SOLDIERTYPE* p
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// HEADROCK HAM 4: Same as above, without percent modifiers.
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INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj )
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{
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INT32 aps;
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INT32 aps, iModifiedAPs;
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aps = ( Weapon[ pObj->usItem ].bBurstAP * bBaseActionPoints + (APBPConstants[AP_MAXIMUM] - 1) ) / APBPConstants[AP_MAXIMUM];
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iModifiedAPs = Weapon[ pObj->usItem ].bBurstAP;
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// modify by ini values
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// although the function says "no modifier" the ini values represent our new base value
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if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
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iModifiedAPs *= gItemSettings.fBurstAPModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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aps = __max( aps, ( Weapon[ pObj->usItem ].bBurstAP + 1 ) / 2 );
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aps = ( iModifiedAPs * bBaseActionPoints + (APBPConstants[AP_MAXIMUM] - 1) ) / APBPConstants[AP_MAXIMUM];
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aps = __max( aps, ( iModifiedAPs + 1 ) / 2 );
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if ( aps < 0 ) aps = 0;
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else if ( aps > APBPConstants[AP_MAXIMUM] ) aps = APBPConstants[AP_MAXIMUM];
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@@ -1637,7 +1647,7 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTur
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usItemNum = pSoldier->inv[HANDPOS].usItem;
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uiItemClass = Item[ usUBItemNum ].usItemClass;
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if ( uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER || uiItemClass == IC_TENTACLES || uiItemClass == IC_THROWING_KNIFE )
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if ( uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER || uiItemClass == IC_THROWING_KNIFE )
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{
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sAPCost = MinAPsToAttack( pSoldier, sGridNo, ubAddTurningCost, bAimTime );
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@@ -1724,7 +1734,7 @@ INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTur
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//sAPCost = 5;
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}
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if ( uiItemClass == IC_PUNCH || uiItemClass == IC_BLADE )//dnl ch73 031013
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if ( uiItemClass == IC_PUNCH || uiItemClass == IC_BLADE || uiItemClass == IC_TENTACLES )//dnl ch73 031013, silversurfer: tentacles are melee too
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{
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// IF we are at this gridno, calc min APs but if not, calc cost to goto this lication
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if ( pSoldier->sGridNo != sGridNo )
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@@ -1933,6 +1943,21 @@ INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj, SOLD
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// Their info is an array of item status, not weapon info, and they don't repeat
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// fire anyway.
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rof = Weapon[ pObj->usItem ].ubShotsPer4Turns;
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// modify by ini values
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if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
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rof *= gItemSettings.fShotsPer4TurnsModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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else if ( Item[ pObj->usItem ].usItemClass == IC_LAUNCHER )
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rof *= gItemSettings.fShotsPer4TurnsModifierLauncher;
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else if ( Item[ pObj->usItem ].usItemClass == IC_BLADE )
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rof *= gItemSettings.fShotsPer4TurnsModifierBlade;
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else if ( Item[ pObj->usItem ].usItemClass == IC_PUNCH )
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rof *= gItemSettings.fShotsPer4TurnsModifierPunch;
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else if ( Item[ pObj->usItem ].usItemClass == IC_TENTACLES )
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rof *= gItemSettings.fShotsPer4TurnsModifierTentacle;
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else if ( Item[ pObj->usItem ].usItemClass == IC_THROWING_KNIFE )
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rof *= gItemSettings.fShotsPer4TurnsModifierThrowKnife;
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//CHRISL: Resolves a problem with stackable weapons not using attachments like Reflex sight. Found by Mugsy
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//if (ItemSlotLimit(pObj, STACK_SIZE_LIMIT) == 1)//NOT STACKABLE!
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{
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@@ -1979,6 +2004,21 @@ INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE *
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rof = Weapon[ pObj->usItem ].ubShotsPer4Turns;
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// modify by ini values
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// although this function says "no modifiers" our ini values are supposed to provide new base values
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if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
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rof *= gItemSettings.fShotsPer4TurnsModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
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else if ( Item[ pObj->usItem ].usItemClass == IC_LAUNCHER )
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rof *= gItemSettings.fShotsPer4TurnsModifierLauncher;
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else if ( Item[ pObj->usItem ].usItemClass == IC_BLADE )
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rof *= gItemSettings.fShotsPer4TurnsModifierBlade;
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else if ( Item[ pObj->usItem ].usItemClass == IC_PUNCH )
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rof *= gItemSettings.fShotsPer4TurnsModifierPunch;
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else if ( Item[ pObj->usItem ].usItemClass == IC_TENTACLES )
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rof *= gItemSettings.fShotsPer4TurnsModifierTentacle;
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else if ( Item[ pObj->usItem ].usItemClass == IC_THROWING_KNIFE )
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rof *= gItemSettings.fShotsPer4TurnsModifierThrowKnife;
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Top = 8 * bAPs * 100;
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INT16 baseAPsToShootOrStab = -1;
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@@ -4244,7 +4284,9 @@ INT32 GetBPCostForRecoilkick( SOLDIERTYPE * pSoldier )
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// Impact indirectly speaks of the size of the bullet, and thus strength of the backforce, theoretically.. so take it to the account.
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// (Other than that, we have nothing to base our calculation on by now, the solution would be to make a new tag in weapons.xml, but that's modder-unfriendly.)
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INT32 iKickPower = (INT32)(Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubImpact);
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// silversurfer: Let's use the function that is designed for that.
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//INT32 iKickPower = (INT32)(Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubImpact);
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INT32 iKickPower = (INT32)GetBasicDamage(&pSoldier->inv[pSoldier->ubAttackingHand]);
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// get weapon total weight
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// Weapon weight here actually helps us, since it absorbs the power of the backforce.
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