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ALT_AIMING_ENABLED[message #365639] Sat, 12 August 2023 13:52 Go to next message
Bullpup is currently offline Bullpup

 
Messages:42
Registered:December 2020
What does this setting do?

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Corporal
Re: ALT_AIMING_ENABLED[message #365662 is a reply to message #365639] Thu, 17 August 2023 13:06 Go to previous message
Asdow is currently offline Asdow

 
Messages:117
Registered:August 2010
This is what the code says. It seems to only affect things if you're playing with old traits on, (the check for gGameExternalOptions.bAltAimEnabled), we only ever go into that branch if new trait system is off.

https://github.com/1dot13/source/blob/master/Tactical/Weapons.cpp#L7335

// Alternative system for aiming - progressive method depending on marksmanship of Merc

	// Modify for Aim
	if(ubAimTime)
	{
		// CHRISL: Rather then a flat +10/click bonus, we're going to try a bonus that's based on MRK and Lvl which gets
		//	progressivly less the more we aim.  Everything is based on the maxBonus that a merc can possibly get which
		//	uses the equation: 20+(MRK/20*LVL)+Accuracy+(Sniper trait * 10).  This value is then split between the 8
		//	possible AimTime's using a max aimTime bonus of 10.

		// Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy
		FLOAT accuracyheatmultiplicator = 1.0;
		if ( gGameExternalOptions.fWeaponOverheating )
		{
			FLOAT overheatdamagepercentage = GetGunOverheatDamagePercentage( pInHand );
			FLOAT accuracymalus = (FLOAT)((max(1.0, overheatdamagepercentage) - 1.0) * 0.1);
			accuracyheatmultiplicator = (FLOAT)max(0.0, 1.0 - accuracymalus);
		}

		if ( gGameOptions.fNewTraitSystem ) 
		{
			// bonus to snipers and gunslingers
			if ( Weapon[usInHand].ubWeaponType == GUN_PISTOL || Weapon[usInHand].ubWeaponType == GUN_M_PISTOL )
				maxBonus = 20+((FLOAT)iMarksmanship/20*(EffectiveExpLevel(pSoldier)))+(accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT )*gSkillTraitValues.ubGSAimingBonusPerClick);
			else
				maxBonus = 20+((FLOAT)iMarksmanship/20*(EffectiveExpLevel(pSoldier)))+(accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy*2)+(NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )*gSkillTraitValues.ubSNAimingBonusPerClick);
		} 
		else 
		{			
			if(gGameExternalOptions.bAltAimEnabled) 
				maxBonus = (FLOAT)(20 * iMarksmanship / 100) + ((FLOAT)iMarksmanship / 20 * pSoldier->stats.bExpLevel) + (accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy * 2) + (NUM_SKILL_TRAITS(pSoldier, PROF_SNIPER_OT) * 10);
			else 
				maxBonus = 20 + ((FLOAT)iMarksmanship / 20 * pSoldier->stats.bExpLevel) + (accuracyheatmultiplicator * Weapon[Item[pInHand->usItem].ubClassIndex].bAccuracy * 2) + (NUM_SKILL_TRAITS(pSoldier, PROF_SNIPER_OT) * 10);
		}

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