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- New camo handling:
Camo Kits can now only be used to paint naked skin which usually means face and hands. Clothing will take care of the rest Together they can reach 100% camo. CAMO_KIT_USABLE_AREA = 5 in Ja2_Options.ini sets the area that can be painted. CAMO_LBE_OVER_VEST_MODIFIER = 0.2 CAMO_LBE_OVER_PANTS_MODIFIER = 0.6 These two set the amount of camo that armor vest/pants can provide if LBE is worn over them. http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327902/Re_Code_Snippets.html#Post327902 - New Mine avoidance for civilians (by Sevenfm) Civilians can now avoid player placed mines. CIVILIANS_AVOID_PLAYER_MINES = TRUE in Ja2_Options.INI takes care of that. I set the default to TRUE which will allow players to use mine fields in city sectors. http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327817/Re_Code_Snippets.html#Post327817 - Smoke effects and explosive attachments (by Sevenfm) Normal explosions can now cause a smoke effect. Explosives can be attached to other exlosives to create a more potent bundle. Ja2_Options.INI has some new options for that: ADD_SMOKE_AFTER_EXPLOSION = FALSE ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327918/Re_Code_Snippets.html#Post327918 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6582 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1254,13 +1254,16 @@ void HourlyCamouflageUpdate( void )
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{
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if( pSoldier->bCamo > 0 )
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{
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// first limit camo to valid values
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pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo );
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if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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{
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pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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// pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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}
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else
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pSoldier->bCamo -= 2;
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pSoldier->bCamo -= 1; // 2
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if (pSoldier->bCamo <= 0)
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{
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@@ -1278,13 +1281,16 @@ void HourlyCamouflageUpdate( void )
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}
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if( pSoldier->urbanCamo > 0 )
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{
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// first limit camo to valid values
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pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo );
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if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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{
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pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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// pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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}
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else
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pSoldier->urbanCamo -= 2;
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pSoldier->urbanCamo -= 1; // 2
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if (pSoldier->urbanCamo <= 0)
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{
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@@ -1302,13 +1308,16 @@ void HourlyCamouflageUpdate( void )
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}
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if( pSoldier->desertCamo > 0 )
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{
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// first limit camo to valid values
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pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo );
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if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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{
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pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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// pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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}
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else
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pSoldier->desertCamo -= 2;
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pSoldier->desertCamo -= 1; // 2
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if (pSoldier->desertCamo <= 0)
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{
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@@ -1326,13 +1335,16 @@ void HourlyCamouflageUpdate( void )
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}
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if( pSoldier->snowCamo > 0 )
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{
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// first limit camo to valid values
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pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo );
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if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
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{
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pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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// pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
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}
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else
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pSoldier->snowCamo -= 2;
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pSoldier->snowCamo -= 1; // 2
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if (pSoldier->snowCamo <= 0)
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{
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@@ -1355,7 +1367,7 @@ void HourlyCamouflageUpdate( void )
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// SANDRO - different types of Camouflaged trait have been merged together
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if( ( pSoldier->bCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
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{
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pSoldier->bCamo -= 2;
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pSoldier->bCamo -= 1; // 2
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if (pSoldier->bCamo <= 0)
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{
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pSoldier->bCamo = 0;
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@@ -1372,7 +1384,7 @@ void HourlyCamouflageUpdate( void )
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}
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if( ( pSoldier->urbanCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
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{
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pSoldier->urbanCamo -= 2;
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pSoldier->urbanCamo -= 1; // 2
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if (pSoldier->urbanCamo <= 0)
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{
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pSoldier->urbanCamo = 0;
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@@ -1389,7 +1401,7 @@ void HourlyCamouflageUpdate( void )
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}
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if( ( pSoldier->desertCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
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{
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pSoldier->desertCamo -= 2;
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pSoldier->desertCamo -= 1; // 2
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if (pSoldier->desertCamo <= 0)
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{
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pSoldier->desertCamo = 0;
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@@ -1406,7 +1418,7 @@ void HourlyCamouflageUpdate( void )
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}
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if( ( pSoldier->snowCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
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{
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pSoldier->snowCamo -= 2;
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pSoldier->snowCamo -= 1; // 2
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if (pSoldier->snowCamo <= 0)
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{
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pSoldier->snowCamo = 0;
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