upon decapitating or gutting, a knife may take damage

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5952 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-03-24 18:56:09 +00:00
parent 401323b524
commit 90be8171ec
3 changed files with 52 additions and 18 deletions
+24 -4
View File
@@ -4948,15 +4948,21 @@ void CorpseMessageBoxCallBack( UINT8 ubExitValue )
INT16 sAPCost = CalcTotalAPsToAttack( gpTempSoldier, nextGridNoinSight, FALSE, gpTempSoldier->aiData.bAimTime );
BOOLEAN fDamageKnife = FALSE;
switch (ubExitValue)
{
case 1:
DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level );
DeductPoints( gpTempSoldier, sAPCost, 0 );
if ( DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level ) )
fDamageKnife = TRUE;
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
case 2:
GutCorpse( gpTempSoldier, nextGridNoinSight, level );
DeductPoints( gpTempSoldier, sAPCost, 0 );
if ( GutCorpse( gpTempSoldier, nextGridNoinSight, level ) )
fDamageKnife = TRUE;
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
case 3:
StripCorpse( gpTempSoldier, nextGridNoinSight, level );
@@ -4969,6 +4975,20 @@ void CorpseMessageBoxCallBack( UINT8 ubExitValue )
default:
break;
}
// 35% chance to damage our knife a bit
if ( fDamageKnife && Chance(35) )
{
if ( Item[ gpTempSoldier->inv[HANDPOS].usItem ].usItemClass & IC_BLADE )
{
gpTempSoldier->inv[HANDPOS][0]->data.objectStatus--;
if ( Random(100) < Item[ gpTempSoldier->inv[HANDPOS].usItem ].usDamageChance )
{
gpTempSoldier->inv[HANDPOS][0]->data.sRepairThreshold--;
}
}
}
}
}