sope modes no longer uses fixed magnifications, and no longer differs per team

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6084 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-05-17 20:14:02 +00:00
parent 22bd1956f1
commit 27f18605d9
3 changed files with 76 additions and 103 deletions
+28 -35
View File
@@ -7801,24 +7801,18 @@ FLOAT CalcProjectionFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2
FLOAT iProjectionFactor = 1.0f;
FLOAT iTargetMagFactor = d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE;
if (ubAimTime > 0)
// Flugente: if this weapon is an underbarrel weapon, use the 'carrier' weapon instead
OBJECTTYPE* pObjUsed = pWeapon;
if ( pWeapon == pShooter->GetUsedWeapon( &pShooter->inv[pShooter->ubAttackingHand] ) )
{
// Flugente: if this weapon is an underbarrel weapon, use the 'carrier' weapon instead
OBJECTTYPE* pObjUsed = pWeapon;
if ( pWeapon == pShooter->GetUsedWeapon( &pShooter->inv[pShooter->ubAttackingHand] ) )
{
pObjUsed = &pShooter->inv[pShooter->ubAttackingHand];
}
pObjUsed = &pShooter->inv[pShooter->ubAttackingHand];
}
// Flugente: if scope modes are allowed, player team uses them
if ( gGameExternalOptions.fScopeModes && pShooter && pShooter->bTeam == gbPlayerNum && pObjUsed->exists() == true && Item[pObjUsed->usItem].usItemClass == IC_GUN )
{
// we calculate the projection factor of the item, but EXCLUDE those factors coming from scopes/sights we are not using at the moment. This means that factors from lasers
// count, but from reflex sights only if we are using the specific sight
iProjectionFactor = GetScopeModeProjectionFactor(pShooter, pObjUsed);
}
else
iProjectionFactor = GetProjectionFactor( pObjUsed );
if ( gGameExternalOptions.fScopeModes && pShooter && pObjUsed->exists() == true && Item[pObjUsed->usItem].usItemClass == IC_GUN )
{
// we calculate the projection factor of the item, but EXCLUDE those factors coming from scopes/sights we are not using at the moment. This means that factors from lasers
// count, but from reflex sights only if we are using the specific sight
iProjectionFactor = GetScopeModeProjectionFactor(pShooter, pObjUsed);
if (floor(iTargetMagFactor*10) > floor(iProjectionFactor*10.001))
{
@@ -7826,7 +7820,17 @@ FLOAT CalcProjectionFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2
iProjectionFactor = __max(iProjectionFactor, 1.0f);
}
}
else if ( ubAimTime > 0 )
{
iProjectionFactor = GetProjectionFactor( pObjUsed );
if (floor(iTargetMagFactor*10) > floor(iProjectionFactor*10.001))
{
iProjectionFactor -= (iTargetMagFactor - iProjectionFactor);
iProjectionFactor = __max(iProjectionFactor, 1.0f);
}
}
return iProjectionFactor;
}
@@ -7836,31 +7840,20 @@ FLOAT CalcMagFactor( SOLDIERTYPE *pShooter, OBJECTTYPE *pWeapon, FLOAT d2DDistan
FLOAT iScopeFactor = 1.0;
FLOAT iProjectionFactor = 0;
// Flugente: if scope modes are allowed, player team uses them. We either use a scope or we don't, so the magnification factor isn't fitted to range (this is actually bad)
if ( gGameExternalOptions.fScopeModes && pShooter && pShooter->bTeam == gbPlayerNum && pWeapon->exists() == true && Item[pWeapon->usItem].usItemClass == IC_GUN )
FLOAT iTargetMagFactor = d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE;
FLOAT rangeModifier = GetScopeRangeMultiplier(pShooter, pWeapon, d2DDistance);
// Flugente: when using scope modes, use scopes
if ( gGameExternalOptions.fScopeModes || ubAimTime > 0 )
{
if (!pShooter->IsValidAlternativeFireMode( ubAimTime, iTargetGridNo ) )
{
iScopeFactor = GetBestScopeMagnificationFactor( pShooter, pWeapon, d2DDistance );
iScopeFactor = __min(iScopeFactor, __max(1.0f, iTargetMagFactor/rangeModifier));
}
iProjectionFactor = CalcProjectionFactor(pShooter, pWeapon, d2DDistance, ubAimTime);
iFinalMagFactor = __max(iScopeFactor, iProjectionFactor);
}
else
{
FLOAT iTargetMagFactor = d2DDistance / gGameCTHConstants.NORMAL_SHOOTING_DISTANCE;
FLOAT rangeModifier = GetScopeRangeMultiplier(pShooter, pWeapon, d2DDistance);
if (ubAimTime > 0)
{
if (!pShooter->IsValidAlternativeFireMode( ubAimTime, iTargetGridNo ) )
{
iScopeFactor = GetBestScopeMagnificationFactor( pShooter, pWeapon, d2DDistance );
iScopeFactor = __min(iScopeFactor, __max(1.0f, iTargetMagFactor/rangeModifier));
}
iProjectionFactor = CalcProjectionFactor(pShooter, pWeapon, d2DDistance, ubAimTime);
iFinalMagFactor = __max(iScopeFactor, iProjectionFactor);
}
}
return iFinalMagFactor;
}