diff --git a/GameSettings.cpp b/GameSettings.cpp index bac70e691..baa87e57a 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -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); diff --git a/GameSettings.h b/GameSettings.h index 1abd50814..0ffdf41fd 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -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 diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 45921ae7b..0f2f7c466 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -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; diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 53666069c..44e35891c 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -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; } }