- changed SHOT_HEAD_DIVISOR to SHOT_HEAD_MULTIPLIER. The old name was misleading

- fixed CTH bonus calculation for special characters in NCTH
- fixed merc swap feature. Sometimes mercs became invisible because of wrong structure problems.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7235 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2014-05-26 16:47:48 +00:00
parent 262b1ea128
commit 40e3e24a20
4 changed files with 8 additions and 8 deletions
+1 -1
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@@ -1475,7 +1475,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.uShotHeadPenalty = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_PENALTY",3,0,100);
// Modifer of damage for HEADSHOT
gGameExternalOptions.fShotHeadDivisor = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_DIVISOR",1.5,1,10);
gGameExternalOptions.fShotHeadMultiplier = iniReader.ReadFloat("Tactical Interface Settings","SHOT_HEAD_MULTIPLIER",2,1,10);
// Penalty for fire when you don't see enemy (when you see enemy because his see militya or ather merc)
gGameExternalOptions.iPenaltyShootUnSeen = iniReader.ReadInteger("Tactical Interface Settings","SHOOT_UNSEEN_PENALTY",0,0,255);
+1 -1
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@@ -821,7 +821,7 @@ typedef struct
INT16 iChanceSayAnnoyingPhrase;
BOOLEAN bNewTacticalAIBehavior;
FLOAT uShotHeadPenalty;
FLOAT fShotHeadDivisor;
FLOAT fShotHeadMultiplier;
INT16 iPenaltyShootUnSeen;
BOOLEAN fNoStandingAnimAdjustInCombat; // Flugente: in turnbased combat, do not adjust animation after arriving at target location
+3 -3
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@@ -6802,7 +6802,7 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection )
UINT8 ubGroupID = pSoldier->ubGroupID;
INT8 bOldPosition = GetTeamSlotFromPlayerID ( MercPtrs[ ubSourceMerc ]->ubID );
INT8 bNewPosition = bOldPosition + bDirection;
SOLDIERTYPE TempMercPtr = *MercPtrs[ ubSourceMerc ];
SOLDIERTYPE *TempMercPtr = MercPtrs[ ubSourceMerc ];
// anv: vehicle passengers are swapped differently
if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
@@ -6833,8 +6833,8 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection )
FACETYPE TempFace = gFacesData[ iSourceFace ];
// swap the data
*MercPtrs[ ubSourceMerc ] = *MercPtrs[ ubTargetMerc ];
*MercPtrs[ ubTargetMerc ] = TempMercPtr;
MercPtrs[ ubSourceMerc ] = MercPtrs[ ubTargetMerc ];
MercPtrs[ ubTargetMerc ] = TempMercPtr;
// also swap face data, otherwise face gear, opp count etc won't update
gFacesData[ iSourceFace ] = gFacesData[ iTargetFace ];
gFacesData[ iTargetFace ] = TempFace;
+3 -3
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@@ -1245,7 +1245,7 @@ void AdjustImpactByHitLocation( INT32 iImpact, UINT8 ubHitLocation, INT32 * piNe
case AIM_SHOT_HEAD:
// 1.5x damage from successful hits to the head!
//*piImpactForCrits = HEAD_DAMAGE_ADJUSTMENT( iImpact ); //comm by ddd
*piImpactForCrits = INT32(gGameExternalOptions.fShotHeadDivisor*iImpact);
*piImpactForCrits = INT32(gGameExternalOptions.fShotHeadMultiplier*iImpact);
*piNewImpact = *piImpactForCrits;
break;
case AIM_SHOT_LEGS:
@@ -5676,7 +5676,7 @@ else
case OLGA:
case TYRONE:
case MIKE:
iBaseModifier += gGameExternalOptions.usSpecialNPCStronger;
iBaseModifier += (iBaseModifier * gGameExternalOptions.usSpecialNPCStronger / 100);
break;
}
}
@@ -12763,7 +12763,7 @@ FLOAT CalcNewChanceToHitBaseSpecialBonus(SOLDIERTYPE *pSoldier)
case OLGA:
case TYRONE:
case MIKE:
fBaseModifier += gGameExternalOptions.usSpecialNPCStronger;
fBaseModifier += (fBaseModifier * gGameExternalOptions.usSpecialNPCStronger / 100);
break;
}
}