- fixed incorrect rounding in several places in the code

- diagonal movement now uses the proper amount of AP and BP

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8634 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2018-11-03 16:11:21 +00:00
parent 7f5d83d220
commit 384572098b
15 changed files with 302 additions and 295 deletions
+8 -8
View File
@@ -2285,7 +2285,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) )
{
// also add breath damage bonus into consideration
iImpact = (INT32)((iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100) + 0.5);
iImpact = (INT32)(iImpact * ( 100 + (gSkillTraitValues.ubMABonusDamageHandToHand + gSkillTraitValues.ubMABonusBreathDamageHandToHand) * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100.0f + 0.5f);
// The Spinning kicks or aimed punch bonus - SANDRO
@@ -2300,7 +2300,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
// +30% damage of blunt weapons for melee character
if (HAS_SKILL_TRAIT( pSoldier, MELEE_NT ))
{
iImpact = (INT32)((iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt)/100) + 0.5);
iImpact = (INT32)(iImpact * (100 + gSkillTraitValues.ubMEDamageBonusBlunt) / 100.0f + 0.5f);
//if (pSoldier->aiData.bAimTime > 0)
//{
@@ -2313,11 +2313,11 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
{
if ( HAS_SKILL_TRAIT( pSoldier, MARTIALARTS_OT ) )
{
iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100) + 0.5);
iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[MARTIALARTS_OT] * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) ) / 100.0f + 0.5f);
}
if ( HAS_SKILL_TRAIT( pSoldier, HANDTOHAND_OT ) )
{
iImpact = (INT32)((iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100) + 0.5);
iImpact = (INT32)(iImpact * (100 + gbSkillTraitBonus[HANDTOHAND_OT] * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) ) / 100.0f + 0.5f);
}
}
// SANDRO - Enhanced Close Combat System - aiming at body parts makes difference
@@ -2404,10 +2404,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
else
DeductPoints(pSoldier, sModifiedReloadAP, 0);
}
@@ -2457,10 +2457,10 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )) / 100.0f + 0.5f), 0);
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
DeductPoints(pSoldier, (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5), 0);
DeductPoints(pSoldier, (INT16)(sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )) / 100.0f + 0.5f), 0);
else
DeductPoints(pSoldier, sModifiedReloadAP, 0);
}