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https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
534 lines
14 KiB
C++
534 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "SkillCheck.h"
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#include "Soldier Profile.h"
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#include "Random.h"
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#include "Items.h"
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#include "Dialogue Control.h"
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#include "Overhead.h"
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#include "Soldier macros.h"
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#include "Isometric Utils.h"
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#include "Morale.h"
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#include "drugs and alcohol.h"
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#include "strategicmap.h"
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#endif
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INT8 EffectiveStrength( SOLDIERTYPE * pSoldier )
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{
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INT8 bBandaged;
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INT32 iEffStrength;
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// Effective strength is:
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// 1/2 full strength
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// plus 1/2 strength scaled according to how hurt we are
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bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding;
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if (pSoldier->stats.bStrength > 0)
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{
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iEffStrength = pSoldier->stats.bStrength / 2;
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iEffStrength += (pSoldier->stats.bStrength / 2) * (pSoldier->stats.bLife + bBandaged / 2) / (pSoldier->stats.bLifeMax);
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}
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else
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{
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iEffStrength = 0;
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}
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// ATE: Make sure at least 2...
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iEffStrength = __max( iEffStrength, 2 );
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return( (INT8) iEffStrength );
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}
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INT8 EffectiveWisdom( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffWisdom;
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iEffWisdom = pSoldier->stats.bWisdom;
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iEffWisdom = EffectStatForBeingDrunk( pSoldier, iEffWisdom );
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return( (INT8) iEffWisdom );
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}
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INT8 EffectiveAgility( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffAgility;
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iEffAgility = pSoldier->stats.bAgility;
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iEffAgility = EffectStatForBeingDrunk( pSoldier, iEffAgility );
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if ( pSoldier->sWeightCarriedAtTurnStart > 100 )
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{
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iEffAgility = (iEffAgility * 100) / pSoldier->sWeightCarriedAtTurnStart;
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}
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return( (INT8) iEffAgility );
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}
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INT8 EffectiveMechanical( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffMechanical;
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iEffMechanical = pSoldier->stats.bMechanical;
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iEffMechanical = EffectStatForBeingDrunk( pSoldier, iEffMechanical );
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return( (INT8) iEffMechanical );
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}
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INT8 EffectiveExplosive( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffExplosive;
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iEffExplosive = pSoldier->stats.bExplosive;
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iEffExplosive = EffectStatForBeingDrunk( pSoldier, iEffExplosive );
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return( (INT8) iEffExplosive );
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}
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INT8 EffectiveMedical( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffMedical;
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iEffMedical = pSoldier->stats.bMedical;
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iEffMedical = EffectStatForBeingDrunk( pSoldier, iEffMedical );
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return( (INT8) iEffMedical );
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}
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INT8 EffectiveLeadership( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffLeadership;
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INT8 bDrunkLevel;
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iEffLeadership = pSoldier->stats.bLeadership;
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// if we are drunk, effect leader ship in a +ve way...
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bDrunkLevel = GetDrunkLevel( pSoldier );
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if ( bDrunkLevel == FEELING_GOOD )
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{
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iEffLeadership = ( iEffLeadership * 120 / 100 );
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}
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return( (INT8) iEffLeadership );
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}
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INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffExpLevel;
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INT8 bDrunkLevel;
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INT32 iExpModifier[] =
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{ 0, // SOBER
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0, // Feeling good
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-1, // Borderline
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-2, // Drunk
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0, // Hung
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};
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iEffExpLevel = pSoldier->stats.bExpLevel;
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bDrunkLevel = GetDrunkLevel( pSoldier );
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iEffExpLevel = iEffExpLevel + iExpModifier[ bDrunkLevel ];
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if (pSoldier->ubProfile != NO_PROFILE)
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{
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if ( (gMercProfiles[ pSoldier->ubProfile ].bPersonalityTrait == CLAUSTROPHOBIC) && pSoldier->bActive && pSoldier->bInSector && gbWorldSectorZ > 0)
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{
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// claustrophobic!
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iEffExpLevel--;
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}
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}
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if (iEffExpLevel < 1)
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{
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// can't go below 1
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return( 1 );
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}
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else
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{
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return( (INT8) iEffExpLevel );
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}
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}
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INT8 EffectiveMarksmanship( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffMarksmanship;
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iEffMarksmanship = pSoldier->stats.bMarksmanship;
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iEffMarksmanship = EffectStatForBeingDrunk( pSoldier, iEffMarksmanship );
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return( (INT8) iEffMarksmanship );
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}
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INT8 EffectiveDexterity( SOLDIERTYPE * pSoldier )
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{
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INT32 iEffDexterity;
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iEffDexterity = pSoldier->stats.bDexterity;
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iEffDexterity = EffectStatForBeingDrunk( pSoldier, iEffDexterity );
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return( (INT8) iEffDexterity );
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}
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UINT8 GetPenaltyForFatigue( SOLDIERTYPE *pSoldier )
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{
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UINT8 ubPercentPenalty;
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if ( pSoldier->bBreathMax >= 85 ) ubPercentPenalty = 0;
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else if ( pSoldier->bBreathMax >= 70 ) ubPercentPenalty = 10;
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else if ( pSoldier->bBreathMax >= 50 ) ubPercentPenalty = 25;
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else if ( pSoldier->bBreathMax >= 30 ) ubPercentPenalty = 50;
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else if ( pSoldier->bBreathMax >= 15 ) ubPercentPenalty = 75;
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else if ( pSoldier->bBreathMax > 0 ) ubPercentPenalty = 90;
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else ubPercentPenalty = 100;
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return( ubPercentPenalty );
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}
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void ReducePointsForFatigue( SOLDIERTYPE *pSoldier, UINT16 *pusPoints )
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{
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*pusPoints -= (*pusPoints * GetPenaltyForFatigue( pSoldier )) / 100;
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}
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INT32 GetSkillCheckPenaltyForFatigue( SOLDIERTYPE *pSoldier, INT32 iSkill )
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{
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// use only half the full effect of fatigue for skill checks
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return( ( (iSkill * GetPenaltyForFatigue( pSoldier ) ) / 100) / 2 );
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}
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INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
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{
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INT32 iSkill;
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INT32 iChance, iReportChance;
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INT32 iRoll, iMadeItBy;
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INT8 bSlot;
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INT32 iLoop;
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SOLDIERTYPE * pTeamSoldier;
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INT8 bBuddyIndex;
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BOOLEAN fForceDamnSound = FALSE;
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iReportChance = -1;
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switch (bReason)
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{
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case LOCKPICKING_CHECK:
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case ELECTRONIC_LOCKPICKING_CHECK:
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fForceDamnSound = TRUE;
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iSkill = EffectiveMechanical( pSoldier );
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if (iSkill == 0)
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{
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break;
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}
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// adjust skill based on wisdom (knowledge)
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iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200;
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// and dexterity (clumsy?)
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iSkill = iSkill * (EffectiveDexterity( pSoldier ) + 100) / 200;
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// factor in experience
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iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3;
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if (HAS_SKILL_TRAIT( pSoldier, LOCKPICKING ) )
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{
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// if we specialize in picking locks...
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iSkill += gbSkillTraitBonus[LOCKPICKING] * NUM_SKILL_TRAITS( pSoldier, LOCKPICKING );
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}
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if (bReason == ELECTRONIC_LOCKPICKING_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) )
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{
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// if we are unfamiliar with electronics...
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iSkill /= 2;
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}
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// adjust chance based on status of kit
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bSlot = FindLocksmithKit( pSoldier );
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if (bSlot == NO_SLOT)
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{
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// this should never happen, but might as well check...
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iSkill = 0;
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}
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iSkill = iSkill * pSoldier->inv[bSlot][0]->data.objectStatus / 100;
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break;
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case ATTACHING_DETONATOR_CHECK:
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case ATTACHING_REMOTE_DETONATOR_CHECK:
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iSkill = EffectiveExplosive( pSoldier );
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if (iSkill == 0)
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{
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break;
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}
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iSkill = (iSkill * 3 + EffectiveDexterity( pSoldier ) ) / 4;
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if ( bReason == ATTACHING_REMOTE_DETONATOR_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS )) )
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{
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iSkill /= 2;
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}
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break;
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case PLANTING_BOMB_CHECK:
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case PLANTING_REMOTE_BOMB_CHECK:
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iSkill = EffectiveExplosive( pSoldier ) * 7;
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iSkill += EffectiveWisdom( pSoldier ) * 2;
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iSkill += EffectiveExpLevel( pSoldier ) * 10;
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iSkill = iSkill / 10; // bring the value down to a percentage
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if ( bReason == PLANTING_REMOTE_BOMB_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) )
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{
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// deduct only a bit...
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iSkill = (iSkill * 3) / 4;
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}
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// Ok, this is really damn easy, so skew the values...
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// e.g. if calculated skill is 84, skewed up to 96
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// 51 to 84
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// 22 stays as is
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iSkill = (iSkill + 100 * (iSkill / 25) ) / (iSkill / 25 + 1);
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break;
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case DISARM_TRAP_CHECK:
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fForceDamnSound = TRUE;
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iSkill = EffectiveExplosive( pSoldier ) * 7;
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if ( iSkill == 0 )
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{
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break;
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}
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iSkill += EffectiveDexterity( pSoldier ) * 2;
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iSkill += EffectiveExpLevel( pSoldier ) * 10;
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iSkill = iSkill / 10; // bring the value down to a percentage
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// penalty based on poor wisdom
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iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5;
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break;
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case DISARM_ELECTRONIC_TRAP_CHECK:
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fForceDamnSound = TRUE;
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iSkill = __max( EffectiveMechanical( pSoldier ) , EffectiveExplosive( pSoldier ) ) * 7;
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if ( iSkill == 0 )
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{
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break;
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}
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iSkill += EffectiveDexterity( pSoldier ) * 2;
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iSkill += EffectiveExpLevel( pSoldier ) * 10;
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iSkill = iSkill / 10; // bring the value down to a percentage
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// penalty based on poor wisdom
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iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5;
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if ( !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS )) )
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{
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iSkill = (iSkill * 3) / 4;
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}
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break;
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case OPEN_WITH_CROWBAR:
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// Add for crowbar...
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iSkill = EffectiveStrength( pSoldier ) + 20;
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fForceDamnSound = TRUE;
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break;
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case SMASH_DOOR_CHECK:
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iSkill = EffectiveStrength( pSoldier );
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break;
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case UNJAM_GUN_CHECK:
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iSkill = 30 + EffectiveMechanical( pSoldier ) / 2;
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break;
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case NOTICE_DART_CHECK:
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// only a max of ~20% chance
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iSkill = EffectiveWisdom( pSoldier ) / 10 + EffectiveExpLevel( pSoldier );
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break;
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case LIE_TO_QUEEN_CHECK:
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// competitive check vs the queen's wisdom and leadership... poor guy!
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iSkill = 50 * ( EffectiveWisdom( pSoldier ) + EffectiveLeadership( pSoldier ) ) / ( gMercProfiles[ QUEEN ].bWisdom + gMercProfiles[ QUEEN ].bLeadership );
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break;
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case ATTACHING_SPECIAL_ITEM_CHECK:
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case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
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iSkill = EffectiveMechanical( pSoldier );
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if (iSkill == 0)
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{
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break;
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}
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// adjust skill based on wisdom (knowledge)
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iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200;
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// and dexterity (clumsy?)
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iSkill = iSkill * (EffectiveDexterity( pSoldier ) + 100) / 200;
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// factor in experience
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iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3;
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if (bReason == ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) )
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{
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// if we are unfamiliar with electronics...
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iSkill /= 2;
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}
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break;
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default:
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iSkill = 0;
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break;
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}
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iSkill -= GetSkillCheckPenaltyForFatigue( pSoldier, iSkill );
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iChance = iSkill + bChanceMod;
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switch (bReason)
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{
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case LOCKPICKING_CHECK:
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case ELECTRONIC_LOCKPICKING_CHECK:
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case DISARM_TRAP_CHECK:
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case DISARM_ELECTRONIC_TRAP_CHECK:
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case OPEN_WITH_CROWBAR:
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case SMASH_DOOR_CHECK:
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case ATTACHING_SPECIAL_ITEM_CHECK:
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case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK:
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// for lockpicking and smashing locks, if the chance isn't reasonable
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// we set it to 0 so they can never get through the door if they aren't
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// good enough
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if (iChance < 30)
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{
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iChance = 0;
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break;
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}
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// else fall through
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default:
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iChance += GetMoraleModifier( pSoldier );
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break;
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}
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if (iChance > 99)
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{
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iChance = 99;
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}
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else if (iChance < 0)
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{
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iChance = 0;
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}
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iRoll = PreRandom( 100 );
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iMadeItBy = iChance - iRoll;
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if (iMadeItBy < 0)
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{
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if ( (pSoldier->bLastSkillCheck == bReason) && (pSoldier->sGridNo == pSoldier->sSkillCheckGridNo) )
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{
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pSoldier->ubSkillCheckAttempts++;
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if (pSoldier->ubSkillCheckAttempts > 2)
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{
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if (iChance == 0)
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{
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// do we realize that we just can't do this?
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if ( (100 - (pSoldier->ubSkillCheckAttempts - 2) * 20) < EffectiveWisdom( pSoldier ) )
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{
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// say "I can't do this" quote
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TacticalCharacterDialogue( pSoldier, QUOTE_DEFINITE_CANT_DO );
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return( iMadeItBy );
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}
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}
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}
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}
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else
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{
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pSoldier->bLastSkillCheck = bReason;
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pSoldier->ubSkillCheckAttempts = 1;
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pSoldier->sSkillCheckGridNo = pSoldier->sGridNo;
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}
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if ( fForceDamnSound || Random( 100 ) < 40 )
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{
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switch( bReason )
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{
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case UNJAM_GUN_CHECK:
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case NOTICE_DART_CHECK:
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case LIE_TO_QUEEN_CHECK:
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// silent check
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break;
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default:
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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break;
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}
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}
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}
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else
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{
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// A buddy might make a positive comment based on our success;
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// Increase the chance for people with higher skill and for more difficult tasks
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iChance = 15 + iSkill / 20 + (-bChanceMod) / 20;
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if (iRoll < iChance)
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{
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// If a buddy of this merc is standing around nearby, they'll make a positive comment.
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iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pTeamSoldier = MercPtrs[ iLoop ]; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; iLoop++,pTeamSoldier++ )
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{
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if ( OK_INSECTOR_MERC( pTeamSoldier ) )
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{
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bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
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if (bBuddyIndex >= 0 && SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15)
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{
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switch( bBuddyIndex )
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{
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case 0:
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// buddy #1 did something good!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_GOOD );
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break;
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case 1:
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// buddy #2 did something good!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD );
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break;
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case 2:
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// learn to like buddy did something good!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_WITNESSED );
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break;
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default:
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break;
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}
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}
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}
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}
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}
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}
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return( iMadeItBy );
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}
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INT8 CalcTrapDetectLevel( SOLDIERTYPE * pSoldier, BOOLEAN fExamining )
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{
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// return the level of trap which the guy is able to detect
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INT8 bDetectLevel;
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// formula: 1 pt for every exp_level
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// plus 1 pt for every 40 explosives
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// less 1 pt for every 20 wisdom MISSING
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|
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bDetectLevel = EffectiveExpLevel( pSoldier );
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bDetectLevel += (EffectiveExplosive( pSoldier ) / 40);
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bDetectLevel -= ((100 - EffectiveWisdom( pSoldier ) ) / 20);
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// if the examining flag is true, this isn't just a casual glance
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// and the merc should have a higher chance
|
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if (fExamining)
|
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{
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bDetectLevel += (INT8) PreRandom(bDetectLevel / 3 + 2);
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}
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// if substantially bleeding, or still in serious shock, randomly lower value
|
|
if ((pSoldier->bBleeding > 20) || (pSoldier->aiData.bShock > 1))
|
|
{
|
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bDetectLevel -= (INT8) PreRandom(3);
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}
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|
|
if (bDetectLevel < 1)
|
|
{
|
|
bDetectLevel = 1;
|
|
}
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return( bDetectLevel );
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}
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