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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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@@ -936,10 +936,22 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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if ( i != NO_SLOT && Random( 5 ) < SoldierDifficultyLevel( &Soldier ))
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{
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// start camouflaged
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Soldier.bCamo = (INT8)Item[Soldier.inv[ i ].usItem].camobonus;
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Soldier.urbanCamo = (INT8)Item[Soldier.inv[ i ].usItem].urbanCamobonus;
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Soldier.desertCamo = (INT8)Item[Soldier.inv[ i ].usItem].desertCamobonus;
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Soldier.snowCamo = (INT8)Item[Soldier.inv[ i ].usItem].snowCamobonus;
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Soldier.bCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].camobonus );
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Soldier.urbanCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].urbanCamobonus );
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Soldier.desertCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].desertCamobonus );
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Soldier.snowCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].snowCamobonus );
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// silversurfer: With the new balance setting for kit camo we would probably not see camouflaged soldiers anymore
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// (the default for gGameExternalOptions.bCamoKitArea is 5 which is less than the required 50 to be shown as camouflaged).
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// So let's give him some bonus to worn camo if kit camo is too low.
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if ( Soldier.bCamo > 0 )
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Soldier.wornCamo = __max(0, ( 50 - Soldier.bCamo ) );
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if ( Soldier.urbanCamo > 0 )
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Soldier.wornUrbanCamo = __max(0, ( 50 - Soldier.urbanCamo ) );
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if ( Soldier.desertCamo > 0 )
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Soldier.wornDesertCamo = __max(0, ( 50 - Soldier.desertCamo ) );
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if ( Soldier.snowCamo > 0 )
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Soldier.wornSnowCamo = __max(0, ( 50 - Soldier.snowCamo ) );
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}
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}
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}
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@@ -1224,7 +1236,8 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR
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if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT ) )
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{
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// set camouflaged to 100 automatically
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pSoldier->bCamo = 100;
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// silversurfer: No, set it to the new limit for camo kits.
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pSoldier->bCamo = gGameExternalOptions.bCamoKitArea; // 100
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}
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//if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED ) )
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//{
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