Fix: reverted revert of 9115 and fixed the issue of guns always deteriorating in NCTH

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9119 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-06-28 14:39:45 +00:00
parent 94f164eaa8
commit 587b7e2874
+29 -19
View File
@@ -2536,17 +2536,20 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
INT16 ammoReliability = Item[(*pObjAttHand)[0]->data.gun.usGunAmmoItem].bReliability;
// HEADROCK HAM 5: Variable base chance
if ( UsingNewCTHSystem() == true)
{
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true )
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) );
uiDepreciateTest = max(0, uiDepreciateTest);
FLOAT dReliabilityRatio = 3.0f * ( (FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance ); // Compare original odds to new odds.
depreciatetest = usBaseChance + (INT16)( dReliabilityRatio * ( Item[iter->usItem].bReliability + ammoReliability ) );
}
else
{
uiDepreciateTest = max( 0, gItemSettings.usBasicDeprecateChance + 3 * (Item[iter->usItem].bReliability + ammoReliability) );
depreciatetest = gItemSettings.usBasicDeprecateChance + 3 * ( Item[iter->usItem].bReliability + ammoReliability );
}
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) )
{
(*pA)[0]->data.objectStatus--;
@@ -3039,18 +3042,20 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// Flugente: Added a malus to reliability for overheated guns
// HEADROCK HAM 5: Variable NCTH base change
if ( UsingNewCTHSystem() == true)
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true )
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = (UINT32)((usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[pSoldier->ubAttackingHand]) ) - iOverheatReliabilityMalus)) / dirtincreasefactor);
uiDepreciateTest = max(0, uiDepreciateTest);
FLOAT dReliabilityRatio = 3.0f * ( (FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance ); // Compare original odds to new odds.
depreciatetest = ( usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &( pSoldier->inv[pSoldier->ubAttackingHand] ) ) - iOverheatReliabilityMalus ) ) / dirtincreasefactor;
}
else
{
uiDepreciateTest = max( (UINT32)((gItemSettings.usBasicDeprecateChance + 3 * GetReliability( pObjAttHand ) - iOverheatReliabilityMalus) / dirtincreasefactor), 0 );
depreciatetest = ( gItemSettings.usBasicDeprecateChance + 3 * GetReliability( pObjAttHand ) - iOverheatReliabilityMalus ) / dirtincreasefactor;
}
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) )
{
(*pObjAttHand)[0]->data.objectStatus--;
@@ -3266,17 +3271,20 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
INT16 ammoReliability = Item[(*pObjUsed)[0]->data.gun.usGunAmmoItem].bReliability;
// HEADROCK HAM 5: Variable base chance
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true )
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) );
uiDepreciateTest = __max(0, uiDepreciateTest);
FLOAT dReliabilityRatio = 3.0f * ( (FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance ); // Compare original odds to new odds.
depreciatetest = usBaseChance + (INT16)( dReliabilityRatio * ( Item[iter->usItem].bReliability + ammoReliability ) );
}
else
{
uiDepreciateTest = __max( 0, gItemSettings.usBasicDeprecateChance + 3 * (Item[iter->usItem].bReliability + ammoReliability) );
depreciatetest = gItemSettings.usBasicDeprecateChance + 3 * ( Item[iter->usItem].bReliability + ammoReliability );
}
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) )
{
(*pA)[0]->data.objectStatus--;
@@ -3803,18 +3811,20 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
}
// Flugente: Added a malus to reliability for overheated guns
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true )
{
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = (UINT32)(usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[ pSoldier->ubAttackingHand ])) - iOverheatReliabilityMalus) / dirtincreasefactor);
uiDepreciateTest = max(0, uiDepreciateTest);
FLOAT dReliabilityRatio = 3.0f * ( (FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance ); // Compare original odds to new odds.
depreciatetest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &( pSoldier->inv[pSoldier->ubAttackingHand] ) ) - iOverheatReliabilityMalus ) / dirtincreasefactor;
}
else
{
uiDepreciateTest = max( (UINT32)((gItemSettings.usBasicDeprecateChance + 3 * (GetReliability( pObjUsed )) - iOverheatReliabilityMalus) / dirtincreasefactor), 0 );
depreciatetest = ( gItemSettings.usBasicDeprecateChance + 3 * ( GetReliability( pObjUsed ) ) - iOverheatReliabilityMalus ) / dirtincreasefactor;
}
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) )
{
(*pObjUsed)[0]->data.objectStatus--;