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Fix: The Brass Knuckles tag didn't count as bare hand attacks anymore since revision 6465. I changed that back because Martial Arts trait includes brass knuckle items. Single attack AP display of such items in EDB was fixed as well.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8207 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6474,7 +6474,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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{
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static CHAR16 pStr[ 100 ];
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INT16 usX, usY;
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INT16 ubAttackAPs;
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INT16 ubAttackAPs, ubBasicAttackAPs;
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UINT8 ubNumLine;
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OBJECTTYPE *gpComparedItemDescObject = NULL;
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@@ -6483,8 +6483,17 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
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return;
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// ShotsPer4Turns -> ubAttackAPs, used later for all shot AP values
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ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, gpItemDescSoldier );
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INT16 ubBasicAttackAPs = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject );
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// silversurfer: Knuckle Dusters count as bare hand attacks and use the AP_PUNCH constant.
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if ( Item[gpItemDescObject->usItem].brassknuckles )
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{
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ubAttackAPs = APBPConstants[AP_PUNCH];
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ubBasicAttackAPs = APBPConstants[AP_PUNCH];
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}
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else
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{
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ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, gpItemDescSoldier );
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ubBasicAttackAPs = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject );
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// The following attributes are only drawn when the UDB is set to show the General Page.
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@@ -15520,6 +15520,10 @@ FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8
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{
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fMultiplier = (100 - gSkillTraitValues.ubMEBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, MELEE_NT ) ) / 100.0f;
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}
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else if( Item[ pObj->usItem ].usItemClass == IC_PUNCH && Item[pObj->usItem].brassknuckles )
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{
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fMultiplier = (100 - gSkillTraitValues.ubMAPunchAPsReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100.0f;
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}
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else if( Item[ pObj->usItem ].usItemClass == IC_THROWING_KNIFE )
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{
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fMultiplier = (100 - gSkillTraitValues.ubTHBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, THROWING_NT ) ) / 100.0f;
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+1
-1
@@ -2560,7 +2560,7 @@ INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost
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UINT16 usItem = pObjUsed->usItem;
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INT16 bFullAPs = pSoldier->CalcActionPoints();
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INT16 bAimSkill = CalcAimSkill(pSoldier, pSoldier->inv[HANDPOS].usItem);
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if(usItem == NONE/* || Item[usItem].brassknuckles*/)
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if(usItem == NONE || Item[usItem].brassknuckles)
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bAPCost += ApsToPunch(pSoldier);// SANDRO - changed this to direct us to specific calc function
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else
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{
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