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Attemp to make openxray work with SOC #1939
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Same change for ActorHelmet.h|cpp
Engine now correctly uses hit_fraction_actor/hit_fraction_npc/hit_fraction from COP/CS/SOC. I used a hacky solution to determine which formula to use, though: Since hit_fraction_actor exists both in CS and COP, but fire_wound_protection was removed in COP, its presence or absence is used to distinguish between CS and COP.
Save some calculations
SOC ammo parameters are now correctly read, but the bullet algorithm isn't implemented yet.
You can use one of XML localization IDs: - st_currency (preferred OXR spelling) - ui_st_money_descr (OGSR) - ui_st_money_regional (xp-dev) Or you can use openxray.ltx – specify 'currency' field in 'gameplay' section. XML ID takes precedence thus allowing you to set general currency name in openxray.ltx and override it in XML localization files, if you need that.
This code was used in Clear Sky, but the developers has simplified CStateMonsterAttackMoveToHomePoint state in COP and it's no longer needed. Also, removed the unused group attack state include in flesh state manager.
Now the function correctly records the time of unregistration (death) of each particular phantom.
…uplicated condition
Significantly reduced the size of the class. Functions are properly marked with nodiscard and const now.
…heir guns Previosly, this feature was used only if the burer is fighting with the player
This fixes bug introduced in 8d6e32e
Added HUD FOV to the game settings Added Czech localization Other localization corrections
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Separated MSVC and GNU/Clang configurations Overall improvements Some changes merged from #1661
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Superseded with #1940. |
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Attemp to run and make suitable for SOC game.