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AmmoTypes.xml: tag <canGoThrough> replaced with <usPiercePersonChanceModifier> (unsigned integer). If value is > 0, a bullet can pierce a person after hitting. Higher values increase the chance to do so. Vehicles can now be pierced as well.
Requires GameDir >= r2360. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8378 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+6
-3
@@ -3112,9 +3112,10 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
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}
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SWeaponHit.ubSpecial = ubSpecial;
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// Flugente: we already accounted in the impact calculation whether this is a vehicle or not. Vehicles can be pierced just as well.
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// now check to see if the bullet goes THROUGH this person! (not vehicles)
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// HEADROCK HAM 5: Attacking weapon already defined above.
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if ( !(pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE) && (AmmoTypes[ubAmmoType].canGoThrough) && !EXPLOSIVE_GUN( usAttackingWeapon ) )
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if ( AmmoTypes[ubAmmoType].usPiercePersonChanceModifier > 0 && !EXPLOSIVE_GUN( usAttackingWeapon ) )
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{
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// if we do more damage than expected, then the bullet will be more likely
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// to be lodged in the body
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@@ -3130,7 +3131,9 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
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{
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iImpact = iDamage;
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}
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uiChanceThrough = (UINT8) __max( 0, ( iImpact - 20 ) );
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// Flugente: a separate modifier for chance to go through
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uiChanceThrough = (UINT32)__max( 0, (iImpact - 20) + AmmoTypes[ubAmmoType].usPiercePersonChanceModifier );
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if (PreRandom( 100 ) < uiChanceThrough )
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{
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// bullet MAY go through
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@@ -3460,7 +3463,7 @@ INT32 HandleBulletStructureInteraction( BULLET * pBullet, STRUCTURE * pStructure
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iImpactReduction = StructureResistanceIncreasedByRange( iImpactReduction, pBullet->iRange, pBullet->iLoop );
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iImpactReduction = (INT32) (iImpactReduction * AmmoTypes[ubAmmoType].structureImpactReductionMultiplier / max(1,AmmoTypes[ubAmmoType].structureImpactReductionDivisor));
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//switch (pBullet->pFirer->inv[ pBullet->pFirer->ubAttackingHand ][0]->data.gun.ubGunAmmoType)
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//{
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// case AMMO_HP:
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+1
-1
@@ -230,7 +230,7 @@ typedef struct
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// minimum damage can be zero
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BOOLEAN zeroMinimumDamage;
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BOOLEAN canGoThrough;
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UINT16 usPiercePersonChanceModifier;
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BOOLEAN standardIssue;
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UINT8 numberOfBullets;
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INT32 multipleBulletDamageMultiplier;
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@@ -64,7 +64,7 @@ ammotypeStartElementHandle(void *userData, const XML_Char *name, const XML_Char
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strcmp(name, "beforeArmourDamageDivisor") == 0 ||
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strcmp(name, "multipleBulletDamageDivisor") == 0 ||
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strcmp(name, "zeroMinimumDamage") == 0 ||
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strcmp(name, "canGoThrough") == 0 ||
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strcmp(name, "usPiercePersonChanceModifier") == 0 ||
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strcmp(name, "standardIssue") == 0 ||
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strcmp(name, "numberOfBullets") == 0 ||
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//zilpin: pellet spread patterns externalized in XML
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@@ -218,10 +218,10 @@ ammotypeEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = ELEMENT;
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pData->curAmmoType.zeroMinimumDamage = (BOOLEAN) atol(pData->szCharData);
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}
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else if(strcmp(name, "canGoThrough") == 0)
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else if(strcmp(name, "usPiercePersonChanceModifier") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curAmmoType.canGoThrough = (BOOLEAN) atol(pData->szCharData);
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pData->curAmmoType.usPiercePersonChanceModifier = (UINT16)atol( pData->szCharData );
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}
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else if(strcmp(name, "standardIssue") == 0)
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{
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@@ -448,7 +448,7 @@ BOOLEAN WriteAmmoTypeStats()
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FilePrintf(hFile,"\t\t<afterArmourDamageMultiplier>%d</afterArmourDamageMultiplier>\r\n", AmmoTypes[cnt].afterArmourDamageMultiplier );
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FilePrintf(hFile,"\t\t<afterArmourDamageDivisor>%d</afterArmourDamageDivisor>\r\n", AmmoTypes[cnt].afterArmourDamageDivisor );
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FilePrintf(hFile,"\t\t<zeroMinimumDamage>%d</zeroMinimumDamage>\r\n", AmmoTypes[cnt].zeroMinimumDamage );
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FilePrintf(hFile,"\t\t<canGoThrough>%d</canGoThrough>\r\n", AmmoTypes[cnt].canGoThrough );
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FilePrintf(hFile,"\t\t<usPiercePersonChanceModifier>%d</usPiercePersonChanceModifier>\r\n", AmmoTypes[cnt].usPiercePersonChanceModifier );
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FilePrintf(hFile,"\t\t<standardIssue>%d</standardIssue>\r\n", AmmoTypes[cnt].standardIssue );
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FilePrintf(hFile,"\t\t<numberOfBullets>%d</numberOfBullets>\r\n", AmmoTypes[cnt].numberOfBullets );
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FilePrintf(hFile,"\t\t<multipleBulletDamageMultiplier>%d</multipleBulletDamageMultiplier>\r\n", AmmoTypes[cnt].multipleBulletDamageMultiplier );
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