- 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
This commit is contained in:
silversurfer
2013-11-11 12:51:33 +00:00
parent c2549bf279
commit d7fa19068f
18 changed files with 379 additions and 172 deletions
+152 -104
View File
@@ -8652,11 +8652,11 @@ void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
// blow it up!
if ( gTacticalStatus.ubAttackBusyCount )
{
IgniteExplosion( pSoldier->ubAttackerID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
IgniteExplosion( pSoldier->ubAttackerID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
else
{
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection );
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
//ADB when something in a stack blows up the whole stack goes, so no need to worry about number of items
@@ -8721,7 +8721,7 @@ BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT32 sGridNo, INT8 bLevel, IN
if ( fBlowsUp )
{
// OK, Ignite this explosion!
IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT );
IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT, pObject );
// SANDRO - merc records
if ( (pObject->fFlags & OBJECT_ARMED_BOMB) && ((*pObject)[0]->data.misc.ubBombOwner > 1) )
@@ -8873,8 +8873,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
// I've messed this part a little to be more clean, the different camouflaged traits have been merged into one
if ( gGameOptions.fNewTraitSystem)
{
// reduce camouflage by 2% per tile of deep water
// and 1% for medium water
// silversurfer: We only allow painting the face and hands now so in medium water camo shouldn't wear off anymore.
// reduce camouflage by 1% //2% per tile of deep water
// and 0% //1% for medium water
if ( pSoldier->bCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
@@ -8882,19 +8883,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 2 );
else
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
//else
// pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
}
if ( pSoldier->bCamo <= 0 )
@@ -8910,19 +8911,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 2);
else
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
//else
// pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
}
if ( pSoldier->urbanCamo <= 0 )
@@ -8938,19 +8939,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 2);
else
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1); // 2
//else
// pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
}
if ( pSoldier->desertCamo <= 0 )
@@ -8966,19 +8967,19 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->MercInDeepWater( ) )
{
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
//pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
/* else
{
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
}*/
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 2);
else
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
//else
// pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
}
if ( pSoldier->snowCamo <= 0 )
@@ -8995,9 +8996,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->bCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 2 );
else
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
//else
// pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
if ( (pSoldier->bCamo)== 0)
camoWoreOff = TRUE;
@@ -9005,9 +9006,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->urbanCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 2);
else
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
//else
// pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
if ( (pSoldier->urbanCamo)== 0)
camoWoreOff = TRUE;
@@ -9015,9 +9016,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->desertCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 2);
else
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1); // 2
//else
// pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
if ( (pSoldier->desertCamo)== 0)
camoWoreOff = TRUE;
@@ -9025,9 +9026,9 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
if ( pSoldier->snowCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 2);
else
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
//else
// pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
if ( (pSoldier->snowCamo)== 0)
camoWoreOff = TRUE;
@@ -9149,33 +9150,32 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
if (gGameExternalOptions.fCamoRemoving)
{
int iJungleCamoTotal = pSoldier->bCamo + pSoldier->wornCamo;
int iUrbanCamoTotal = pSoldier->urbanCamo + pSoldier->wornUrbanCamo;
int iDesertCamoTotal = pSoldier->desertCamo + pSoldier->wornDesertCamo;
int iSnowCamoTotal = pSoldier->snowCamo + pSoldier->wornSnowCamo;
int totalCamo = iJungleCamoTotal + iUrbanCamoTotal + iDesertCamoTotal + iSnowCamoTotal;
int totalCamo = pSoldier->bCamo + pSoldier->urbanCamo + pSoldier->desertCamo + pSoldier->snowCamo;
// First, check if we have an item with major JUNGLE camobonus
if ( (Item[pObj->usItem].camobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].camobonus > Item[pObj->usItem].desertCamobonus) &&
(Item[pObj->usItem].camobonus > Item[pObj->usItem].snowCamobonus) )
{
if (iJungleCamoTotal >= 100)
if ( pSoldier->bCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].camobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iJungleCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->bCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].camobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iJungleCamoAdded = (int)(Item[pObj->usItem].camobonus * bPointsToUse * 2 / 100 );
int iJungleCamoAdded = (int)(Item[pObj->usItem].camobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iJungleCamoAdded) > 100 )
if ( (totalCamo + iJungleCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iJungleCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iJungleCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 1 ); // "1" - we want to keep the JUNGLE camo
@@ -9188,36 +9188,39 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->bCamo = __min( 100, pSoldier->bCamo + iJungleCamoAdded );
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + iJungleCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->bCamo = __min( 100, pSoldier->bCamo + iJungleCamoAdded );
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + iJungleCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iJungleCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iJungleCamoAdded / ( (FLOAT)Item[pObj->usItem].camobonus / 100.0 ) );
}
// Second, check if we have an item with major URBAN camobonus
else if ( (Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].desertCamobonus) &&
(Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].snowCamobonus) )
{
if (iUrbanCamoTotal >= 100)
if ( pSoldier->urbanCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].urbanCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iUrbanCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->urbanCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].urbanCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iUrbanCamoAdded = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse * 2 / 100 );
int iUrbanCamoAdded = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iUrbanCamoAdded) > 100 )
if ( (totalCamo + iUrbanCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iUrbanCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iUrbanCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 2 ); // "2" - we want to keep the URBAN camo
@@ -9230,36 +9233,39 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + iUrbanCamoAdded );
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + iUrbanCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + iUrbanCamoAdded );
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + iUrbanCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iUrbanCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iUrbanCamoAdded / ( (FLOAT)Item[pObj->usItem].urbanCamobonus / 100.0 ) );
}
// Third, check if we have an item with major DESERT camobonus
else if ( (Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].snowCamobonus) )
{
if (iDesertCamoTotal >= 100)
if ( pSoldier->desertCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].desertCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iDesertCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->desertCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].desertCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iDesertCamoAdded = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse * 2 / 100 );
int iDesertCamoAdded = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iDesertCamoAdded) > 100 )
if ( (totalCamo + iDesertCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iDesertCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iDesertCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 3 ); // "3" - we want to keep the DESERT camo
@@ -9272,36 +9278,39 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + iDesertCamoAdded );
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + iDesertCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + iDesertCamoAdded );
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + iDesertCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iDesertCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iDesertCamoAdded / ( (FLOAT)Item[pObj->usItem].desertCamobonus / 100.0 ) );
}
// Fourth, check if we have an item with major SNOW camobonus
else if ( (Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].desertCamobonus) )
{
if (iSnowCamoTotal >= 100)
if ( pSoldier->snowCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].snowCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = (100 - (iSnowCamoTotal) + 1 ) / 2;
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->snowCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].snowCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iSnowCamoAdded = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse * 2 / 100 );
int iSnowCamoAdded = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iSnowCamoAdded) > 100 )
if ( (totalCamo + iSnowCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iSnowCamoAdded) - 100;
int iCamoToRemove = (totalCamo + iSnowCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 4 ); // "4" - we want to keep the SNOW camo
@@ -9314,15 +9323,15 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
return( FALSE );
else // otherwise apply the camo
{
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + iSnowCamoAdded );
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + iSnowCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + iSnowCamoAdded );
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + iSnowCamoAdded );
}
// update with amount that we really used
bPointsToUse = __min( bPointsToUse, (iSnowCamoAdded + 1) / 2 );
bPointsToUse = ( (FLOAT)iSnowCamoAdded / ( (FLOAT)Item[pObj->usItem].snowCamobonus / 100.0 ) );
}
else // the item has no major camo, return
return( FALSE );
@@ -9334,28 +9343,26 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
//get total camo bonus for kit -- note that camo kits now require the camobonus tag to be set
//int itemCamo = Item[pObj->usItem].camobonus + Item[pObj->usItem].urbanCamobonus + Item[pObj->usItem].desertCamobonus + Item[pObj->usItem].snowCamobonus;
int totalCamo = pSoldier->bCamo + pSoldier->wornCamo + pSoldier->urbanCamo+pSoldier->wornUrbanCamo+pSoldier->desertCamo+pSoldier->wornDesertCamo+pSoldier->snowCamo+pSoldier->wornSnowCamo;
if ((totalCamo) >= 100)
int iKitCamo = pSoldier->bCamo + pSoldier->urbanCamo + pSoldier->desertCamo + pSoldier->snowCamo;
if ( iKitCamo >= gGameExternalOptions.bCamoKitArea )
{
// nothing more to add
return( FALSE );
}
// points are used up at a rate of 50% kit = 100% cammo on guy
// add 1 to round off
bPointsToUse = (100 - (totalCamo) + 1 ) / 2;
bPointsToUse = (gGameExternalOptions.bCamoKitArea - iKitCamo);
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
//figure out proportions of each to be applied, one item can theoretically have more than one camouflage type this way
int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse * 2 / 100 );
int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse * 2 / 100 );
int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse * 2 / 100 );
int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse * 2 / 100 );
int urban = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / 100 );
int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse / 100 );
int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / 100 );
int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / 100 );
pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle );
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban );
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert );
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow );
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + jungle );
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + urban );
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + desert );
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + snow );
}
UseKitPoints( pObj, bPointsToUse, pSoldier );
@@ -9400,7 +9407,8 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs
// if not a clothes item, nothing to see here
if ( clothestype == 0 || clothestype > CLOTHES_MAX )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_UNIFORM_FOUND] );
// silversurfer: This produces an annoying message whenever any invalid item is used on the char so I removed it.
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_UNIFORM_FOUND] );
return( FALSE);
}
@@ -12372,8 +12380,18 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus * fLegPenalty / 2 );
}
}
}
@@ -12396,7 +12414,7 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
ttl += GetCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
{
@@ -12411,8 +12429,18 @@ INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus * fLegPenalty / 2 );
}
}
}
@@ -12435,7 +12463,7 @@ INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
ttl += GetUrbanCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
{
@@ -12450,8 +12478,18 @@ INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus * fLegPenalty / 2 );
}
}
}
@@ -12473,7 +12511,7 @@ INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetDesertCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
{
@@ -12488,8 +12526,18 @@ INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurver: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= ( ( 1.0 - gItemSettings.fCamoLBEoverArmorModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus );
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus * fLegPenalty / 2 );
}
}
}
@@ -12511,7 +12559,7 @@ INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetSnowCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __min( ttl, 100 );
return __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) );
}
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)