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Additional tile properteis update (by anv):
- COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES under [Tactical Cover System Settings] set to true will let "f" cover tooltip to present detailed information about tile. Only relevant (non-zero) info will be shown. - fixed bug causing trap level to be ignored and limited final maximum and minimum camo of given map grid between 0 and 100. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7073 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+26
-10
@@ -520,6 +520,7 @@ ADDITIONAL_TILE_PROPERTIES_VALUES GetAllAdditonalTilePropertiesForGrid( const IN
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INT16 iCamoStanceModifer = 0;
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INT16 iSoundModifier = 0;
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INT16 iStealthDifficultyModifer = 0;
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INT16 iTrapBonus = 0;
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UINT8 ubTerrainID = 0;
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BOOLEAN fFoundBottom = FALSE;
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@@ -576,6 +577,8 @@ ADDITIONAL_TILE_PROPERTIES_VALUES GetAllAdditonalTilePropertiesForGrid( const IN
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iSoundModifier += gTileDatabase[ pNode->usIndex ].bSoundModifier;
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iStealthDifficultyModifer += gTileDatabase[ pNode->usIndex ].bStealthDifficultyModifer;
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iTrapBonus += gTileDatabase[ pNode->usIndex ].bTrapBonus;
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ubTerrainID = gTileDatabase[ pNode->usIndex ].ubTerrainID;
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// going from the top, if any tile has terrain type, we're ignoring all tiles below it
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if(ubTerrainID != NO_TERRAIN)
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@@ -586,15 +589,17 @@ ADDITIONAL_TILE_PROPERTIES_VALUES GetAllAdditonalTilePropertiesForGrid( const IN
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}
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ubAllTileProperties.bWoodCamoAffinity = (INT8)iWoodCamoAffinity;
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ubAllTileProperties.bDesertCamoAffinity = (INT8)iDesertCamoAffinity;
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ubAllTileProperties.bUrbanCamoAffinity = (INT8)iUrbanCamoAffinity;
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ubAllTileProperties.bSnowCamoAffinity = (INT8)iSnowCamoAffinity;
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ubAllTileProperties.bWoodCamoAffinity = (INT8)max(0, min(100, iWoodCamoAffinity));
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ubAllTileProperties.bDesertCamoAffinity = (INT8)max(0, min(100, iDesertCamoAffinity));
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ubAllTileProperties.bUrbanCamoAffinity = (INT8)max(0, min(100, iUrbanCamoAffinity));
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ubAllTileProperties.bSnowCamoAffinity = (INT8)max(0, min(100, iSnowCamoAffinity));
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ubAllTileProperties.bCamoStanceModifer = (INT8)iCamoStanceModifer;
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ubAllTileProperties.bSoundModifier = (INT8)iSoundModifier;
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ubAllTileProperties.bStealthDifficultyModifer = (INT8)iStealthDifficultyModifer;
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ubAllTileProperties.bTrapBonus = (INT8)iTrapBonus;
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return ubAllTileProperties;
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}
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@@ -662,13 +667,24 @@ INT8 GetDetailedSightAdjustmentCamouflageOnTerrain( SOLDIERTYPE* pSoldier, const
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effectiveness += (UINT8)(pSoldier->GetBackgroundValue(BG_PERC_CAMO));
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scaler = effectiveness * scaler / 6;
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if(gGameExternalOptions.fAlternateMultiTerrainCamoCalculation)
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{
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iResult += min( -GetJungleCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bWoodCamoAffinity);
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iResult += min( -GetDesertCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bDesertCamoAffinity);
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iResult += min( -GetUrbanCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bUrbanCamoAffinity);
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iResult += min( -GetSnowCamouflage(pSoldier) * scaler / 100, zGivenTileProperties.bSnowCamoAffinity);
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iResult = min( iResult, 100);
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iResult = -iResult;
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}
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else
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{
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iResult += GetJungleCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bWoodCamoAffinity / 100;
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iResult += GetDesertCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bDesertCamoAffinity / 100;
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iResult += GetUrbanCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bUrbanCamoAffinity / 100;
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iResult += GetSnowCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bSnowCamoAffinity / 100;
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}
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iResult += GetJungleCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bWoodCamoAffinity / 100;
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iResult += GetDesertCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bDesertCamoAffinity / 100;
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iResult += GetUrbanCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bUrbanCamoAffinity / 100;
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iResult += GetSnowCamouflage(pSoldier) * scaler / 100 * zGivenTileProperties.bSnowCamoAffinity / 100;
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return (INT8)min(100, max(0, iResult));
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return (INT8)max(-100, min(0, iResult));
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}
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/**
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