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Added AttackComplexFix option (from Mr.Stalin)
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@@ -532,6 +532,13 @@ ObjCanHearObjFix=0
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;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
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StartGDialogFix=0
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;Set to 1 to fix and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
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;This also changes the behavior of the result flags arguments
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;called_shot - additional damage, when the damage received by the target is above the specified minimum damage
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;num_attacks - the number of free action points on the first turn only
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;attacker_results - unused, must be 0 or not equal to the target_results argument when specifying result flags for the target
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AttackComplexFix=0
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;Set to 1 to enable the balanced bullet distribution formula for burst attacks
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ComputeSprayMod=0
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