Fixed incorrect attacker's extra strength calculation in CalcChanceHTH()

Fix: don't allow opening inventory panel if soldier is not available during interrupt.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8691 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2019-08-23 20:23:44 +00:00
parent 6a1fd17026
commit 7342e39858
2 changed files with 7 additions and 4 deletions
+4 -1
View File
@@ -6111,7 +6111,6 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
return;
}
if (iReason & MSYS_CALLBACK_REASON_INIT)
{
return;
@@ -6122,6 +6121,10 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
return;
}
if (!OK_INTERRUPT_MERC(MercPtrs[ubSoldierID]))
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
{
+3 -3
View File
@@ -8408,7 +8408,7 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAi
iAttRating = ( 2 * EffectiveDexterity( pAttacker, FALSE ) + // coordination, accuracy *
2 * EffectiveAgility( pAttacker, FALSE ) + // speed & reflexes
pAttacker->stats.bStrength + // physical strength
pDefender->bExtraStrength + // additional strength from power armour
pAttacker->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pAttacker ) ) ); // experience, knowledge
}
else
@@ -8417,7 +8417,7 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAi
iAttRating = ( EffectiveDexterity( pAttacker, FALSE ) + // coordination, accuracy
EffectiveAgility( pAttacker, FALSE ) + // speed & reflexes
3 * pAttacker->stats.bStrength + // physical strength (TRIPLED!)
3 * pDefender->bExtraStrength + // additional strength from power armour
3 * pAttacker->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pAttacker ) ) ); // experience, knowledge
}
///////////////////////////////////////////////////////////////////////////////////////
@@ -8427,7 +8427,7 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAi
iAttRating = (3 * EffectiveDexterity( pAttacker, FALSE ) + // coordination, accuracy (TRIPLED!)
EffectiveAgility( pAttacker, FALSE ) + // speed & reflexes
pAttacker->stats.bStrength + // physical strength
pDefender->bExtraStrength + // additional strength from power armour
pAttacker->bExtraStrength + // additional strength from power armour
(10 * EffectiveExpLevel( pAttacker ) ) ); // experience, knowledge
}