mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Fix: mouse position was not restored after a message box was closed
Modified the Ranger trait to make it more useful after loosing all survival bonuses: - aim click bonus for shotguns is now again 1 (hunter) or 2 (ranger) - new aim click bonus for rifles that is half the shotgun bonus. With the default value of "1" this means 0 for hunter and 1 for ranger. This does NOT stack with the sniper bonus! It's one or the other depending on which is higher. - new speed bonus to reloading single shells into shotguns - new range bonus for shotguns of 10% (hunter) or 20% (ranger) EDB now displays the trait modified values for: - Gun Range - Draw Cost git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7761 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -6737,7 +6737,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
iRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
|
||||
|
||||
// Get Final Range value
|
||||
UINT16 iFinalRangeValue = GunRange( gpItemDescObject, NULL );
|
||||
UINT16 iFinalRangeValue = GunRange( gpItemDescObject, gpItemDescSoldier );
|
||||
|
||||
// Get difference
|
||||
INT16 iRangeModifier = iFinalRangeValue - iRangeValue;
|
||||
@@ -6761,7 +6761,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
else if ( Item[ gpComparedItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
|
||||
iComparedRangeValue *= ( (FLOAT)(gGameExternalOptions.iGunRangeModifier / 100) * gItemSettings.fRangeModifierLauncher);
|
||||
// Get Final Range value
|
||||
UINT16 iComparedFinalRangeValue = GunRange( gpComparedItemDescObject, NULL );
|
||||
UINT16 iComparedFinalRangeValue = GunRange( gpComparedItemDescObject, gpItemDescSoldier );
|
||||
// Get difference
|
||||
INT16 iComparedRangeModifier = iComparedFinalRangeValue - iComparedRangeValue;
|
||||
// Print difference in base value
|
||||
@@ -7709,6 +7709,16 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
|
||||
// Get final Draw Cost
|
||||
INT16 iFinalDrawAPCost = (Weapon[ gpItemDescObject->usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(gpItemDescObject)) / 100);
|
||||
// final draw cost modified by traits
|
||||
if( gGameOptions.fNewTraitSystem )
|
||||
{
|
||||
// LMGs
|
||||
if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_LMG && HAS_SKILL_TRAIT(gpItemDescSoldier, AUTO_WEAPONS_NT) )
|
||||
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubAWPercentReadyLMGReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, AUTO_WEAPONS_NT) ) / 100.0 );
|
||||
// Pistols and Revolvers
|
||||
else if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_PISTOL && HAS_SKILL_TRAIT(gpItemDescSoldier, GUNSLINGER_NT) )
|
||||
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubGSPercentReadyPistolsReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, GUNSLINGER_NT) ) / 100.0 );
|
||||
}
|
||||
|
||||
// Get base Draw Cost
|
||||
INT16 iDrawAPCost = Weapon[ gpItemDescObject->usItem ].ubReadyTime;
|
||||
@@ -7729,6 +7739,17 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
{
|
||||
// Get final Draw Cost
|
||||
INT16 iComparedFinalDrawAPCost = (Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(gpComparedItemDescObject)) / 100);
|
||||
// final draw cost modified by traits
|
||||
if( gGameOptions.fNewTraitSystem )
|
||||
{
|
||||
// LMGs
|
||||
if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_LMG && HAS_SKILL_TRAIT(gpItemDescSoldier, AUTO_WEAPONS_NT) )
|
||||
iComparedFinalDrawAPCost = (FLOAT)iComparedFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubAWPercentReadyLMGReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, AUTO_WEAPONS_NT) ) / 100.0 );
|
||||
// Pistols and Revolvers
|
||||
else if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_PISTOL && HAS_SKILL_TRAIT(gpItemDescSoldier, GUNSLINGER_NT) )
|
||||
iComparedFinalDrawAPCost = (FLOAT)iComparedFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubGSPercentReadyPistolsReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, GUNSLINGER_NT) ) / 100.0 );
|
||||
}
|
||||
|
||||
// Get base Draw Cost
|
||||
INT16 iComparedDrawAPCost = Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime;
|
||||
// Get Draw Cost Modifier
|
||||
@@ -7746,6 +7767,17 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
||||
ubNumLine = 13;
|
||||
// Get final Draw Cost
|
||||
INT16 iFinalDrawAPCost = (Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction(gpComparedItemDescObject)) / 100);
|
||||
// final draw cost modified by traits
|
||||
if( gGameOptions.fNewTraitSystem )
|
||||
{
|
||||
// LMGs
|
||||
if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_LMG && HAS_SKILL_TRAIT(gpItemDescSoldier, AUTO_WEAPONS_NT) )
|
||||
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubAWPercentReadyLMGReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, AUTO_WEAPONS_NT) ) / 100.0 );
|
||||
// Pistols and Revolvers
|
||||
else if( Weapon[gpItemDescObject->usItem].ubWeaponType == GUN_PISTOL && HAS_SKILL_TRAIT(gpItemDescSoldier, GUNSLINGER_NT) )
|
||||
iFinalDrawAPCost = (FLOAT)iFinalDrawAPCost * __max(0, (FLOAT)(100 - gSkillTraitValues.ubGSPercentReadyPistolsReduction * NUM_SKILL_TRAITS(gpItemDescSoldier, GUNSLINGER_NT) ) / 100.0 );
|
||||
}
|
||||
|
||||
// Get base Draw Cost
|
||||
INT16 iDrawAPCost = Weapon[ gpComparedItemDescObject->usItem ].ubReadyTime;
|
||||
// Get Draw Cost Modifier
|
||||
|
||||
Reference in New Issue
Block a user