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-tested and fixed new camouflage types and ammo weights
-fixed localization to read in XML file git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-17
@@ -1613,17 +1613,11 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
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}
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//get the total camouflage
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float jungle = (float)(pEndSoldier->bCamo + pEndSoldier->wornCamo);
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float urban = (float)(pEndSoldier->urbanCamo + pEndSoldier->wornUrbanCamo);
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float desert = (float)(pEndSoldier->desertCamo + pEndSoldier->wornDesertCamo);
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float snow = (float)(pEndSoldier->snowCamo + pEndSoldier->wornSnowCamo);
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int totalCamo = (int)(jungle + urban + desert + snow);
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//get the percentage of each type
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jungle = jungle / totalCamo;
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urban = urban / totalCamo;
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desert = desert / totalCamo;
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snow = snow / totalCamo;
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int jungle = max(1,min(100,pEndSoldier->bCamo + pEndSoldier->wornCamo));
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int urban = max(1,min(100,pEndSoldier->urbanCamo + pEndSoldier->wornUrbanCamo));
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int desert = max(1,min(100,pEndSoldier->desertCamo + pEndSoldier->wornDesertCamo));
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int snow = max(1,min(100,pEndSoldier->snowCamo + pEndSoldier->wornSnowCamo));
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int totalCamo = max(1,min(100,jungle + urban + desert + snow));
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if ( ( totalCamo ) > 0 && !bAware )
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{
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@@ -1647,23 +1641,23 @@ INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE
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{
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case LOW_GRASS:
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case HIGH_GRASS: // jungle camo bonus
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iTemp -= iTemp * (int)(jungle * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (jungle * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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case FLAT_FLOOR: // flat floor = indoors
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case PAVED_ROAD: // urban camo bonus
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iTemp -= iTemp * (int)(urban * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (urban * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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case DIRT_ROAD: // desert camo bonus
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case TRAIN_TRACKS:
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iTemp -= iTemp * (int)(desert * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (desert * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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//case ??? : // snow camo bonus
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// iTemp -= iTemp * (snow * bEffectiveCamo / 3) / 100;
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// iTemp -= iTemp * (snow * bEffectiveCamo / 3 / totalCamo) / 100;
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// break;
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case FLAT_GROUND:
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//in this case both desert and jungle can work:
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iTemp -= iTemp * (int)(jungle * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (int)(desert * bEffectiveCamo / 3) / 100;
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iTemp -= iTemp * (jungle * bEffectiveCamo / 3 / totalCamo) / 100;
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iTemp -= iTemp * (desert * bEffectiveCamo / 3 / totalCamo) / 100;
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break;
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default:
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break;
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