The flak jacket bonus now also applies to fragments.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8124 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-03-25 22:58:37 +00:00
parent 3a0d52e882
commit 285a7841c2
3 changed files with 36 additions and 10 deletions
+1 -1
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@@ -3081,7 +3081,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
// adjust for bullet going through person
iImpact -= CalcBodyImpactReduction( ubAmmoType, ubHitLocation );
// adjust for other side of armour!
iImpact -= TotalArmourProtection( pTarget, ubHitLocation, iImpact, ubAmmoType );
iImpact -= TotalArmourProtection( pTarget, ubHitLocation, iImpact, ubAmmoType, pBullet->fFragment );
if (iImpact > 0)
{
pBullet->iImpact = (INT8) iImpact;
+34 -8
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@@ -9391,7 +9391,7 @@ INT32 ArmourProtection( SOLDIERTYPE * pTarget, UINT16 ubArmourType, INT16 * pbSt
}
INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType )
INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType, BOOLEAN fConsiderFlak )
{
INT32 iTotalProtection = 0, iSlot;
OBJECTTYPE * pArmour;
@@ -9405,7 +9405,7 @@ INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 i
//bDummyStatus = pVehicleList[ pTarget->bVehicleID ].sExternalArmorLocationsStatus[ ubHitLocation ];
iTotalProtection += ArmourProtection( pTarget, (UINT8) pVehicleList[ pTarget->bVehicleID ].sArmourType, &bDummyStatus, iImpact, ubAmmoType, &dummyCoverage );
//pVehicleList[ pTarget->bVehicleID ].sExternalArmorLocationsStatus[ ubHitLocation ] = bDummyStatus;
}
else
@@ -9435,7 +9435,16 @@ INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 i
for (attachmentList::iterator iter = (*pVestPack)[0]->attachments.begin(); iter != (*pVestPack)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 )
{
iTotalProtection += ArmourProtection( pTarget, Item[iter->usItem].ubClassIndex, &((*iter)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
INT32 protection = ArmourProtection( pTarget, Item[iter->usItem].ubClassIndex, &((*iter)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
if ( fConsiderFlak && Item[iter->usItem].flakjacket )
{
// increase value for flak jackets!
protection *= 3;
}
iTotalProtection += protection;
if ( (*iter)[0]->data.objectStatus < USABLE )
{
pVestPack->RemoveAttachment(&(*iter));
@@ -9459,19 +9468,27 @@ INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 i
if (Item[iter->usItem].usItemClass == IC_ARMOUR && (*iter)[0]->data.objectStatus > 0 && iter->exists())
{
// bullet got through jacket; apply ceramic plate armour
iTotalProtection += ArmourProtection( pTarget, Item[iter->usItem].ubClassIndex, &((*iter)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
INT32 protection = ArmourProtection( pTarget, Item[iter->usItem].ubClassIndex, &((*iter)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
if ( fConsiderFlak && Item[iter->usItem].flakjacket )
{
// increase value for flak jackets!
protection *= 3;
}
iTotalProtection += protection;
if ( (*iter)[0]->data.objectStatus < USABLE )
{
// destroy plates!
pArmour->RemoveAttachment(&(*iter));
DirtyMercPanelInterface( pTarget, DIRTYLEVEL2 );
//#ifdef ENGLISH
if ( pTarget->bTeam == gbPlayerNum )
{
// report plates destroyed!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[61], pTarget->name );
}
//#endif
}
break;//original code only used the first ceramic plate
}
@@ -9480,7 +9497,16 @@ INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 i
// if the plate didn't stop the bullet...
if ( iImpact > iTotalProtection )
{
iTotalProtection += ArmourProtection( pTarget, Item[pArmour->usItem].ubClassIndex, &((*pArmour)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
INT32 protection = ArmourProtection( pTarget, Item[pArmour->usItem].ubClassIndex, &((*pArmour)[0]->data.objectStatus), iImpact, ubAmmoType, &plateHit );
if ( fConsiderFlak && Item[pArmour->usItem].flakjacket )
{
// increase value for flak jackets!
protection *= 3;
}
iTotalProtection += protection;
if ( (*pArmour)[0]->data.objectStatus < USABLE )
{
//Madd: put any attachments that someone might have added to the armour in the merc's inventory
@@ -9631,7 +9657,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
}
else
{
iTotalArmourProtection = TotalArmourProtection( pTarget, ubHitLocation, iOrigImpact, ubAmmoType );
iTotalArmourProtection = TotalArmourProtection( pTarget, ubHitLocation, iOrigImpact, ubAmmoType, pBullet->fFragment );
iImpact = iOrigImpact - iTotalArmourProtection;
// sevenfm: store armour protection
+1 -1
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@@ -488,7 +488,7 @@ extern BOOLEAN IsGunWeaponModeCapable( OBJECTTYPE* pObject, WeaponMode weaponMod
extern BOOLEAN IsGunBurstCapable( OBJECTTYPE* pObject, BOOLEAN fNotify, SOLDIERTYPE *pSoldier = NULL );
extern BOOLEAN IsGunAutofireCapable( OBJECTTYPE* pObject );
extern INT32 CalcBodyImpactReduction( UINT8 ubAmmoType, UINT8 ubHitLocation );
extern INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType );
INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType, BOOLEAN fConsiderFlak );
extern INT32 ArmourPercent( SOLDIERTYPE * pSoldier );
extern void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos );