new modifiers for item properties:

- APs to reload
- APs to reload manually
- max distance for messy death
- gun handling
- best laser range

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6472 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-06 12:50:36 +00:00
parent c16971b9f2
commit 9eedf3d45d
10 changed files with 211 additions and 47 deletions
+14 -6
View File
@@ -2923,9 +2923,9 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
{
// wrong size ammo item
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) ) // SANDRO - added Ambidextrous check
return (INT8)((((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10)*(100 - gSkillTraitValues.ubAMReloadSpeedLoose)/100) + 0.5);
return (INT16)((((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10)*(100 - gSkillTraitValues.ubAMReloadSpeedLoose)/100) + 0.5);
else
return (INT8)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10);
return (INT16)((GetAPsToReload(pGun) * APBPConstants[AP_WRONG_MAG])/10);
}
else
{
@@ -2991,22 +2991,30 @@ INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier )
//<SB> manual recharge
if ((*pObj)[0]->data.gun.ubGunShotsLeft && !((*pObj)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
INT16 sModifiedReloadAP = Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually;
// modify by ini values
if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
sModifiedReloadAP *= gItemSettings.fAPtoReloadManuallyModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
else if ( Item[ pObj->usItem ].usItemClass == IC_LAUNCHER )
sModifiedReloadAP *= gItemSettings.fAPtoReloadManuallyModifierLauncher;
////////////////////////////////////////////////////////////////////////////////////////////////////////
// STOMP traits - SANDRO
if ( gGameOptions.fNewTraitSystem )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
return ( (INT16)(((Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5));
return ( (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100) + 0.5));
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
return ( (INT16)(((Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5));
return ( (INT16)(((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100) + 0.5));
else
return (Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually);
return (sModifiedReloadAP);
}
else
{
return (Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually);
return (sModifiedReloadAP);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
}