- New Item: Stun gun (#1626) needs batteries and does no damage but knocks out an enemy. Uses new item flag TASER (/1048576)

- New Item: Pepper Spray (#1627) blinds anyone for a few turns if hit in the face, ammo is (#1628), uses ammoflag AMMO_BLIND (2)
- Fix: possible division by zero in ammotype description

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5711 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-03 23:07:00 +00:00
parent 15b096d41c
commit 6ff06a530e
7 changed files with 92 additions and 30 deletions
+22 -21
View File
@@ -2555,7 +2555,7 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
}
}
if ( ( AmmoTypes[ubAmmoType].monsterSpit ) && (ubHitLocation == AIM_SHOT_HEAD) && ( ! (pTarget->flags.uiStatusFlags & SOLDIER_MONSTER) ) )
if ( ( AmmoTypes[ubAmmoType].monsterSpit || ( AmmoTypes[ubAmmoType].ammoflag & AMMO_BLIND ) ) && (ubHitLocation == AIM_SHOT_HEAD) && ( ! (pTarget->flags.uiStatusFlags & SOLDIER_MONSTER) ) )
{
UINT8 ubOppositeDirection;
@@ -2563,27 +2563,28 @@ BOOLEAN BulletHitMerc( BULLET * pBullet, STRUCTURE * pStructure, BOOLEAN fIntend
ubAttackDirection = (UINT8) GetDirectionToGridNoFromGridNo( pBullet->sOrigGridNo, pTarget->sGridNo );
ubOppositeDirection = gOppositeDirection[ ubAttackDirection ];
if ( ! ( ubOppositeDirection == pTarget->ubDirection || ubAttackDirection == gOneCCDirection[ pTarget->ubDirection ] || ubAttackDirection == gOneCDirection[ pTarget->ubDirection ] ) )
{
// lucky bastard was facing away!
}
// else if ( ( (pTarget->inv[HEAD1POS].usItem == NIGHTGOGGLES) || (pTarget->inv[HEAD1POS].usItem == SUNGOGGLES) || (pTarget->inv[HEAD1POS].usItem == GASMASK) ) && ( PreRandom( 100 ) < (UINT32) (pTarget->inv[HEAD1POS][0]->data.objectStatus) ) )
else if ( ( (pTarget->inv[HEAD1POS].exists() == true) ) && ( PreRandom( 100 ) < (UINT32) (pTarget->inv[HEAD1POS][0]->data.objectStatus) ) )
{
// lucky bastard was wearing protective stuff
bHeadSlot = HEAD1POS;
}
else if ( ( (pTarget->inv[HEAD2POS].exists() == true) ) && ( PreRandom( 100 ) < (UINT32) (pTarget->inv[HEAD2POS][0]->data.objectStatus) ) )
{
// lucky bastard was wearing protective stuff
bHeadSlot = HEAD2POS;
}
else
{
// splat!!
ubSpecial = FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL;
}
if ( ubOppositeDirection == pTarget->ubDirection || ubOppositeDirection == gOneCCDirection[ pTarget->ubDirection ] || ubOppositeDirection == gOneCDirection[ pTarget->ubDirection ] )
{
if ( (pTarget->inv[HEAD1POS].exists() == true) && ( PreRandom( 100 ) < (UINT32) (pTarget->inv[HEAD1POS][0]->data.objectStatus) ) && AmmoTypes[ubAmmoType].monsterSpit )
{
// lucky bastard was wearing protective stuff
bHeadSlot = HEAD1POS;
}
else if ( (pTarget->inv[HEAD2POS].exists() == true) && ( PreRandom( 100 ) < (UINT32) (pTarget->inv[HEAD2POS][0]->data.objectStatus) ) && AmmoTypes[ubAmmoType].monsterSpit )
{
// lucky bastard was wearing protective stuff
bHeadSlot = HEAD2POS;
}
else
{
// splat!!
ubSpecial = FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL;
// damage independent calculation of blindness (for pepper spray etc.)
if ( AmmoTypes[ubAmmoType].ammoflag & AMMO_BLIND )
ubSpecial = FIRE_WEAPON_BLINDED_SPECIAL;
}
}
}
}