- changed poison symbol position

- added SOLDIERTYPE* argument to GunIncreaseHeat(), which allows for soldier-specific heat generation modification

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6172 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-06-30 02:56:10 +00:00
parent 12ec4ad8bb
commit 952e40a427
4 changed files with 13 additions and 13 deletions
+2 -2
View File
@@ -4321,7 +4321,7 @@ void DrawAmmoStats( OBJECTTYPE * gpItemDescObject )
}
//////////////// POISON PERCENTAGE
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 6, gItemDescGenRegions[4][0].sLeft+sOffsetX, gItemDescGenRegions[4][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 0, gItemDescGenRegions[4][0].sLeft+sOffsetX, gItemDescGenRegions[4][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
if ( gGameExternalOptions.fDirtSystem ) // Flugente
{
@@ -5233,7 +5233,7 @@ void DrawAdvancedStats( OBJECTTYPE * gpItemDescObject )
{
if (cnt >= sFirstLine && cnt < sLastLine)
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 6, gItemDescAdvRegions[cnt-sFirstLine][0].sLeft + sOffsetX, gItemDescAdvRegions[cnt-sFirstLine][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWH40KIcon, 0, gItemDescAdvRegions[cnt-sFirstLine][0].sLeft + sOffsetX, gItemDescAdvRegions[cnt-sFirstLine][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
cnt++;
}
+1 -1
View File
@@ -5810,7 +5810,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
}
GunIncreaseHeat( pObj );
GunIncreaseHeat( pObj, pThrower );
// Flugente : Added a malus to reliability for overheated guns
// HEADROCK HAM 5: Variable NCTH base change
+7 -7
View File
@@ -2167,7 +2167,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
}
GunIncreaseHeat( pObjAttHand );
GunIncreaseHeat( pObjAttHand, pSoldier );
// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
//INT16 ammoReliability = 0; // Madd: ammo reliability affects gun
@@ -2779,7 +2779,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
}
INT16 iOverheatReliabilityMalus = 0;
// Flugente FTW 1: Increase Weapon Temperature
// Flugente: Increase Weapon Temperature
if ( gGameOptions.fWeaponOverheating )
{
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObjUsed ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
@@ -2788,7 +2788,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
}
GunIncreaseHeat( pObjUsed );
GunIncreaseHeat( pObjUsed, pSoldier );
/* //WarmSteel - Replaced with GetReliability( pObj )
// CJC: since jamming is no longer affected by reliability, increase chance of status going down for really unreliabile guns
@@ -3905,7 +3905,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
// ATE: Check here if the launcher should fail 'cause of bad status.....
if ( WillExplosiveWeaponFail( pSoldier, pgunobj ) )
{
GunIncreaseHeat( pgunobj );
GunIncreaseHeat( pgunobj, pSoldier );
// Explode dude!
// So we still should have ABC > 0
@@ -3922,7 +3922,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
return( FALSE );
}
GunIncreaseHeat( pgunobj );
GunIncreaseHeat( pgunobj, pSoldier );
// Flugente: if we are using a rifle grenade, we also use up one of the gun's bullets
if ( IsAttachmentClass(pgunobj->usItem, AC_RIFLEGRENADE) )
@@ -3931,7 +3931,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
(*pObj)[0]->data.gun.ubGunShotsLeft--;
// increase heat, as we 'fired' a bullet
GunIncreaseHeat( pObj );
GunIncreaseHeat( pObj, pSoldier );
}
if ( Weapon[ usItemNum ].sSound != NO_WEAPON_SOUND )
@@ -11411,7 +11411,7 @@ void CalcMagFactorSimple( SOLDIERTYPE *pSoldier, FLOAT d2DDistance, INT16 bAimTi
}
// Flugente: Increase temperature/dirt of gun in ubAttackingHand due to firing a shot
void GunIncreaseHeat( OBJECTTYPE *pObj )
void GunIncreaseHeat( OBJECTTYPE *pObj, SOLDIERTYPE* pSoldier )
{
if ( gGameOptions.fWeaponOverheating )
{
+3 -3
View File
@@ -527,10 +527,10 @@ void CalcMagFactorSimple( SOLDIERTYPE *pSoldier, FLOAT d2DDistance, INT16 bAimTi
FLOAT GetTargetZPos( SOLDIERTYPE *pShooter, INT32 sTargetGridNo );
// Flugente: Overheating Weapons
void GunIncreaseHeat( OBJECTTYPE *pObj );
void GunIncreaseHeat( OBJECTTYPE *pObj, SOLDIERTYPE* pSoldier ); // adding pSoldier allows soldier-specific modification of generated heat
FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj );
FLOAT GetGunOverheatDamagePercentage( OBJECTTYPE * pObj ); // Flugente FTW 1: Get percentage: temperature/damagethreshold
FLOAT GetGunOverheatJamPercentage( OBJECTTYPE * pObj ); // Flugente FTW 1: Get percentage: temperature/jamthreshold
FLOAT GetGunOverheatDamagePercentage( OBJECTTYPE * pObj ); // Flugente: Get percentage: temperature/damagethreshold
FLOAT GetGunOverheatJamPercentage( OBJECTTYPE * pObj ); // Flugente: Get percentage: temperature/jamthreshold
FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj );
FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj );