NCTH: improved laser bonus code.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8716 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2019-12-05 08:48:26 +00:00
parent b367fad899
commit 0e8c086a9a
2 changed files with 31 additions and 23 deletions
+7 -7
View File
@@ -6944,12 +6944,12 @@ UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTim
dBasicAperture = dBasicAperture * (FLOAT)( (100 - gGameCTHConstants.IRON_SIGHT_PERFORMANCE_BONUS) / 100);
// laser pointers can provide a percentage bonus to base aperture
INT32 iLaserRange = GetBestLaserRange( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
if ( iLaserRange > 0
&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
INT16 sLaserRange = GetBestLaserRange( &(pSoldier->inv[pSoldier->ubAttackingHand]) );
if (sLaserRange > 0
&& ( gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0))
{
INT8 bLightLevel = LightTrueLevel(sGridNo, gsInterfaceLevel );
INT32 iMaxLaserRange = ( iLaserRange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) ) / ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
INT8 bLightLevel = LightTrueLevel(sGridNo, bTargetLevel);
INT32 iMaxLaserRange = ( sLaserRange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) ) / ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
// laser only has effect when in range
if ( iMaxLaserRange > d2DDistance )
@@ -6970,13 +6970,13 @@ UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTim
FLOAT fBrightnessModifier = (FLOAT)(bLightLevel) / (FLOAT)(NORMAL_LIGHTLEVEL_NIGHT);
// laser fully efficient
if ( iLaserRange > d2DDistance )
if ( sLaserRange > d2DDistance )
// apply full bonus
dBasicAperture = dBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier)) / 100);
else
{
// beyond BestLaserRange laser bonus drops linearly to 0
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - iLaserRange);
FLOAT fEffectiveLaserRatio = (FLOAT)(iMaxLaserRange - d2DDistance) / (FLOAT)(iMaxLaserRange - sLaserRange);
// apply partial bonus
dBasicAperture = dBasicAperture * (FLOAT)( (100 - (fLaserBonus * fBrightnessModifier * fEffectiveLaserRatio)) / 100);
}