Zombie Update (by Flugente)

- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing

WARING! This will break savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-02 15:50:54 +00:00
parent defef00330
commit 4750b07f16
38 changed files with 339 additions and 326 deletions
+4 -4
View File
@@ -1726,9 +1726,9 @@ INT16 MinAPsToAttack(SOLDIERTYPE *pSoldier, INT32 sGridno, UINT8 ubAddTurningCos
return sAPCost;
}
INT8 CalcAimSkill( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
INT16 CalcAimSkill( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
{
INT8 bAimSkill;
INT16 bAimSkill;
if ( Item[ usWeapon ].usItemClass == IC_GUN || Item[ usWeapon ].usItemClass == IC_LAUNCHER )
{
@@ -1740,7 +1740,7 @@ INT8 CalcAimSkill( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
//if ( Item[ usInHand ].usItemClass == IC_BLADE )
{
// KNIVES: modify aiming cost by avg of attacker's DEXTERITY & AGILITY
bAimSkill = ( EffectiveDexterity( pSoldier ) + EffectiveAgility( pSoldier ) ) / 2;
bAimSkill = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveAgility( pSoldier, FALSE ) ) / 2;
//return( 4 );
}
return( bAimSkill );
@@ -1938,7 +1938,7 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurni
UINT32 uiMercFlags;
UINT16 usTargID;
INT16 bFullAPs;
INT8 bAimSkill;
INT16 bAimSkill;
INT16 bAPCost = APBPConstants[AP_MIN_AIM_ATTACK];
BOOLEAN fAddingTurningCost = FALSE;
BOOLEAN fAddingRaiseGunCost = FALSE;