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Do not show full damage range limit for units without range penalty
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@ -48,6 +48,10 @@
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{
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{
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"type" : "SHOOTER"
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"type" : "SHOOTER"
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},
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},
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"noDistancePenalty" :
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{
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"type" : "NO_DISTANCE_PENALTY" // hide shooting range visualization
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},
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"siegeMachine" :
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"siegeMachine" :
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{
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{
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"type" : "CATAPULT",
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"type" : "CATAPULT",
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@ -605,17 +605,18 @@ uint8_t CUnitState::getRangedFullDamageDistance() const
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if(!isShooter())
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if(!isShooter())
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return 0;
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return 0;
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uint8_t rangedFullDamageDistance = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
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// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
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// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
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if(hasBonusOfType(BonusType::LIMITED_SHOOTING_RANGE))
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if(hasBonusOfType(BonusType::LIMITED_SHOOTING_RANGE))
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{
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{
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auto bonus = this->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
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auto bonus = this->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
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if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
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if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
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rangedFullDamageDistance = bonus->additionalInfo[0];
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return bonus->additionalInfo[0];
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}
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}
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return rangedFullDamageDistance;
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if (hasBonusOfType(BonusType::NO_DISTANCE_PENALTY))
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return GameConstants::BATTLE_SHOOTING_RANGE_DISTANCE;
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return GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
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}
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}
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uint8_t CUnitState::getShootingRangeDistance() const
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uint8_t CUnitState::getShootingRangeDistance() const
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