-continuation of last update

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@157 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-03 06:23:46 +00:00
parent c8ea22735d
commit 2d005563a2
10 changed files with 181 additions and 35 deletions
+5 -5
View File
@@ -885,12 +885,12 @@ UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToBurst: before bonus aps = %d, std bonus = %d, burst bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentBurstFireAPReduction(pObj)));
// Snap: do this a little differently: % reduction means
// aps <- aps * ( 100 - red ) / 100
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) + 50 ) / 100;
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) ) / 100;
// Snap: moved this up to allow burst AP reduction up to 100%
aps = __max( aps, ( Weapon[ pObj->usItem ].bBurstAP + 1 ) / 2 );
aps = ( aps * ( 100 - GetPercentBurstFireAPReduction(pObj) ) + 50 ) / 100;
aps = ( aps * ( 100 - GetPercentBurstFireAPReduction(pObj) ) ) / 100;
if ( aps < 0 ) aps = 0;
else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
@@ -933,12 +933,12 @@ UINT8 CalcAPsToAutofire( INT8 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAut
//}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutoFire: before bonus aps = %d, std bonus = %d, auto bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentAutofireAPReduction(pObj)));
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) + 50 ) / 100;
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) ) / 100;
aps = __max( aps, ( autofireaps + 1 ) / 2 );
// Snap: extend the burst bonus to autofire as well?
aps = ( aps * ( 100 - GetPercentAutofireAPReduction(pObj) ) + 50 ) / 100;
aps = ( aps * ( 100 - GetPercentAutofireAPReduction(pObj) ) ) / 100;
if ( aps < 0 ) aps = 0;
else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
@@ -2033,7 +2033,7 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
if ( Item[ usItem ].usItemClass == IC_GUN )
{
return ( Weapon[ usItem ].ubReadyTime
* ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ HANDPOS ]) ) + 50 ) / 100;
* ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ HANDPOS ]) ) ) / 100;
}
}