- 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
+3 -3
View File
@@ -1632,13 +1632,13 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL && Item[usItem].usItemClass == IC_BOMB &&
(!Item[usItem].attachment || Item[usItem].mine ))
{
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines)) / 100) + 0.5);
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines) / 100.0f + 0.5f);
}
// Heavy Weapons trait bonus damage to tanks
if ( HAS_SKILL_TRAIT( MercPtrs[ubOwner], HEAVY_WEAPONS_NT ) && ARMED_VEHICLE( pSoldier ) &&
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL )
{
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +30%
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT )) / 100.0f + 0.5f); // +30%
}
// Heavy Weapons trait bonus damage with rocket, grenade launchers and mortar
else if ( HAS_SKILL_TRAIT( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ) &&
@@ -1647,7 +1647,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
(Item[usItem].usItemClass == IC_GRENADE && (Item[usItem].glgrenade || Item[usItem].electronic) ) || // rockets for rocketlaunchers (I haven't found any other way)
(Item[usItem].usItemClass == IC_LAUNCHER ) || Item[usItem].rocketlauncher || Item[usItem].singleshotrocketlauncher ) )
{
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +15%
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT )) / 100.0f + 0.5f); // +15%
}
}