Data and Source v1.13 Mod High Resolution version from 2006-04-15

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 18:16:27 +00:00
parent 8b2d0e33aa
commit 8d448f9c64
83 changed files with 2125 additions and 3651 deletions
+5 -4
View File
@@ -882,6 +882,7 @@ UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj )
aps = (aps * 100) / (100 + GetAPReductionStatus(pObj) / (100/GetPercentAPReduction(pObj)));
}*/
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToBurst: before bonus aps = %d, std bonus = %d, burst bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentBurstFireAPReduction(pObj)));
// Snap: do this a little differently: % reduction means
// aps <- aps * ( 100 - red ) / 100
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) + 50 ) / 100;
@@ -894,6 +895,7 @@ UINT8 CalcAPsToBurst( INT8 bBaseActionPoints, OBJECTTYPE * pObj )
if ( aps < 0 ) aps = 0;
else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToBurst: return aps = %d", aps));
return (UINT8) aps;
}
@@ -930,18 +932,19 @@ UINT8 CalcAPsToAutofire( INT8 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAut
// DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutofire: found reflex sight, aps = %d, # shots = %d",aps,pSoldier->bDoAutofire ));
//}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutoFire: before bonus aps = %d, std bonus = %d, auto bonus = %d", aps,GetPercentAPReduction(pObj),GetPercentAutofireAPReduction(pObj)));
aps = ( aps * ( 100 - GetPercentAPReduction(pObj) ) + 50 ) / 100;
aps = __max( aps, ( autofireaps + 1 ) / 2 );
// Snap: extend the burst bonus to autofire as well?
aps = ( aps * ( 100 - GetPercentBurstFireAPReduction(pObj) ) + 50 ) / 100;
aps = ( aps * ( 100 - GetPercentAutofireAPReduction(pObj) ) + 50 ) / 100;
if ( aps < 0 ) aps = 0;
else if ( aps > AP_MAXIMUM ) aps = AP_MAXIMUM;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcAPsToAutoFire: return aps = %d", aps));
return (UINT8) aps;
}
@@ -1312,8 +1315,6 @@ UINT8 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurni
// bFullAPs are BASE APs, which do not include APs caried over from the previous turn.
bFullAPs = CalcActionPoints( pSoldier );
//bFullAPs = pSoldier->bInitialActionPoints;//CalcActionPoints( pSoldier ); //lal
// aim skill is the same whether we are using 1 or 2 guns
bAimSkill = CalcAimSkill( pSoldier, usItem );