From 3bdf06c62d82e1fab678e23ab2aa68af7ab1ec9b Mon Sep 17 00:00:00 2001 From: silversurfer Date: Wed, 1 Oct 2014 10:51:16 +0000 Subject: [PATCH] several fixes (by Ocular) http://www.ja-galaxy-forum.com/ubbthreads.php/topics/336357/[PATCH]_Minor_bug_fixes#Post336357 - wrong calculation for gear AP bonus - wrong display for max health damage - wrong use of TRAIN_MILITIA_MODIFIER modifier - wrong calculation for breath regeneration with unused AP git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7536 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Strategic/Assignments.cpp | 2 +- Tactical/Items.cpp | 3 +-- Tactical/Points.cpp | 10 +++++----- Tactical/Weapons.cpp | 2 +- 4 files changed, 8 insertions(+), 9 deletions(-) diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 306c0801..17fa6000 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -7542,7 +7542,7 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts ) // check for teaching bonuses if( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO { - sTrainingBonus -= gSkillTraitValues.bSpeedModifierTrainingMilitia; // penalty for untrained mercs + sTrainingBonus += gSkillTraitValues.bSpeedModifierTrainingMilitia; // penalty for untrained mercs // bonus for teching trait if ( HAS_SKILL_TRAIT( pTrainer, TEACHING_NT) ) diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index eaa104b8..a990bd55 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -10171,8 +10171,7 @@ INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier ) { OBJECTTYPE* pObj = &pSoldier->inv[j]; - attachmentList::iterator iterend = (*pObj)[0]->attachments.begin(); - for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter) + for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) { if(iter->exists()) { diff --git a/Tactical/Points.cpp b/Tactical/Points.cpp index 9ff08819..f7753189 100644 --- a/Tactical/Points.cpp +++ b/Tactical/Points.cpp @@ -1386,19 +1386,19 @@ void UnusedAPsToBreath( SOLDIERTYPE * pSoldier ) switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_EASY: - sBreathPerAP *= 9/10; // -10% + sBreathPerAP = sBreathPerAP * 9/10; // -10% break; case DIF_LEVEL_MEDIUM: - sBreathPerAP *= 1; // normal + sBreathPerAP = sBreathPerAP; // normal break; case DIF_LEVEL_HARD: - sBreathPerAP *= 11/10; // +10% + sBreathPerAP = sBreathPerAP * 11/10; // +10% break; case DIF_LEVEL_INSANE: - sBreathPerAP *= 6/5; // +20% + sBreathPerAP = sBreathPerAP * 6/5; // +20% break; default: - sBreathPerAP *= 9/10; // -10% + sBreathPerAP = sBreathPerAP * 9/10; // -10% break; } } diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 2a010b6b..beaa9e96 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -9934,7 +9934,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget, if (pTarget->name[0] && pTarget->bVisible == TRUE) { // make stat RED for a while... - pTarget->timeChanges.uiChangeDexterityTime = GetJA2Clock(); + pTarget->timeChanges.uiChangeHealthTime = GetJA2Clock(); pTarget->usValueGoneUp &= ~( HEALTH_INCREASE ); if (bStatLoss == 1)