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https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
removed obsolete code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7464 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -512,8 +512,7 @@ void AirRaidLookForDive( )
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{
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// If we are are beginning game, only do gun dives..
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if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive == FALSE)
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//if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && gGameOptions.ubDifficultyLevel < DIF_LEVEL_HARD )
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if ( gAirRaidDef.uiFlags & AIR_RAID_BEGINNING_GAME && !zDeffSetting[gGameOptions.ubDifficultyLevel].bAirRaidLookForDive )
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{
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if ( gbNumDives == 0 )
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{
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+4
-47
@@ -1288,7 +1288,6 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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INT16 sChance;
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MERCPROFILESTRUCT *pProfile = &(gMercProfiles[ iProfileID ]);
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// if the player has never yet had the chance to hire this merc
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if ( !( pProfile->ubMiscFlags3 & PROFILE_MISC_FLAG3_PLAYER_HAD_CHANCE_TO_HIRE) )
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{
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@@ -1296,36 +1295,14 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
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return;
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}
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ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
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/*
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// how many in total can be killed like this depends on player's difficulty setting
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY: //Kaiden Externalized ubMaxDeaths Values
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ubMaxDeaths = gGameExternalOptions.giEasyMercDeaths;
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break;
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case DIF_LEVEL_MEDIUM:
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ubMaxDeaths = gGameExternalOptions.giExperiencedMercDeaths;
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break;
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case DIF_LEVEL_HARD:
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ubMaxDeaths = gGameExternalOptions.giExpertMercDeaths;
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break;
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case DIF_LEVEL_INSANE:
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ubMaxDeaths = gGameExternalOptions.giInsaneMercDeaths;
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break;
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default:
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Assert(FALSE);
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ubMaxDeaths = 0;
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break;
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}
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*/
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ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
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// if we've already hit the limit in this game, skip these checks
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if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
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{
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return;
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}
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// calculate this merc's (small) chance to get killed today (out of 1000)
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sChance = 10 - pProfile->bExpLevel;
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@@ -1617,28 +1594,8 @@ UINT8 CurrentPlayerProgressPercentage(void)
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// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
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// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
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ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointNovice;
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break;
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case DIF_LEVEL_MEDIUM:
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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExperienced;
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break;
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case DIF_LEVEL_HARD:
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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointExpert;
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break;
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case DIF_LEVEL_INSANE:
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ubKillsPerPoint = gGameExternalOptions.usNumKillsPerProgressPointInsane;
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break;
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default:
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Assert(FALSE);
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ubKillsPerPoint = 10;
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break;
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}
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*/
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ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
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usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
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if (usKillsProgress > usMaxKillsProgress)
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{
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@@ -1821,11 +1821,8 @@ void HandleInitialEventsInHeliCrash()
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UINT32 GetNumberOfTurnsPowerGenFanWillBeStoppedFor()
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{
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UINT32 uiNumTurns = PGF__NUM_TURNS_TILL_START_FAN_BACK_UP_EASY;
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uiNumTurns = zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor;
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return( uiNumTurns );
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{
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return( zDeffSetting[gGameOptions.ubDifficultyLevel].iGetNumberOfTurnsPowerGenFanWillBeStoppedFor );
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}
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@@ -2063,34 +2063,7 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
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//if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum)
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if ( this->bTeam == ENEMY_TEAM )
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{
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ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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ubPoints += gGameExternalOptions.iEasyAPBonus;
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break;
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case DIF_LEVEL_MEDIUM:
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ubPoints += gGameExternalOptions.iExperiencedAPBonus;
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break;
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case DIF_LEVEL_HARD:
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ubPoints += gGameExternalOptions.iExpertAPBonus;
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break;
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case DIF_LEVEL_INSANE:
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ubPoints += gGameExternalOptions.iInsaneAPBonus;
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break;
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default:
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ubPoints += 0;
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}
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*/
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ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
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}
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// Bonus to Militia APs
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else if ( this->bTeam == MILITIA_TEAM )
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@@ -2197,26 +2170,10 @@ void SOLDIERTYPE::CalcNewActionPoints( void )
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// +5% APs per trait (+15% is max)
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usMaxActionPnts += (usMaxActionPnts * gSkillTraitValues.ubSLBonusAPsPercent * GetSquadleadersCountInVicinity( this, FALSE, FALSE ) / 100);
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}
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if ( this->bTeam == ENEMY_TEAM )
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{
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usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus;
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/*
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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usMaxActionPnts += gGameExternalOptions.iEasyAPBonus;
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break;
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case DIF_LEVEL_MEDIUM:
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usMaxActionPnts += gGameExternalOptions.iExperiencedAPBonus;
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break;
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case DIF_LEVEL_HARD:
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usMaxActionPnts += gGameExternalOptions.iExpertAPBonus;
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break;
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case DIF_LEVEL_INSANE:
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usMaxActionPnts += gGameExternalOptions.iInsaneAPBonus;
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break;
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}
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*/
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}
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// Bonus to Militia APs
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else if ( this->bTeam == MILITIA_TEAM )
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@@ -5934,7 +5934,6 @@ else
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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iBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
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//iBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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// Percentage based-modifier from the weapon and its attachments
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@@ -6268,7 +6267,6 @@ else
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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iAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
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//iAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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// Percent modifier from the weapon and its attachments
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@@ -12869,7 +12867,6 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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fBaseModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsBASE_DIFFICULTY;
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//fBaseModifier += gGameCTHConstants.BASE_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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return fBaseModifier;
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@@ -13169,7 +13166,6 @@ FLOAT CalcNewChanceToHitAimSpecialBonus(SOLDIERTYPE *pSoldier)
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if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_PC ) && (pSoldier->bSide != gbPlayerNum) )
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{
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fAimModifier += zDeffSetting[gGameOptions.ubDifficultyLevel].NewDifficualtySetingsAIM_DIFFICULTY;
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//fAimModifier += gGameCTHConstants.AIM_DIFFICULTY[gGameOptions.ubDifficultyLevel];
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}
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return fAimModifier;
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@@ -933,8 +933,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
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RevealRoofsAndItems(pSoldier,TRUE, TRUE, pSoldier->pathing.bLevel, FALSE );
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}
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// unless in easy mode allow alerted enemies to radio
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings == TRUE )
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//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings )
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{
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// don't allow admins to radio
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//Madd: Huh? why not admins? removed.
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@@ -981,8 +980,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
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RadioSightings(pThem,pSoldier->ubID, pThem->bTeam);
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}
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// unless in easy mode allow alerted enemies to radio
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 == TRUE )
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//else if ( gGameOptions.ubDifficultyLevel >= DIF_LEVEL_MEDIUM )
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else if ( zDeffSetting[gGameOptions.ubDifficultyLevel].bRadioSightings2 )
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{
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// don't allow admins to radio
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if ( pThem->bTeam == ENEMY_TEAM && gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition && pThem->ubSoldierClass != SOLDIER_CLASS_ADMINISTRATOR )
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