New weapon type modifiers for:

- damage
- single shot AP
- burst AP
- auto fire AP

Fixed some parts where the raw item property was used instead of the Get... function that should be used.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6470 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-05 15:15:50 +00:00
parent 2b19bd1959
commit c16971b9f2
9 changed files with 204 additions and 39 deletions
+17 -5
View File
@@ -2165,12 +2165,22 @@ UINT16 DisplayDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
// HEADROCK HAM 3.6: Can now take a negative modifier
gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usIndex ].ubImpact );
//gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
// modify by ini values
if ( Item[ usIndex ].usItemClass == IC_GUN )
gunDamage *= gItemSettings.fDamageModifierGun[ Weapon[ usIndex ].ubWeaponType ];
}
else
{
// HEADROCK HAM 3.6: Can now take a negative modifier
gunDamage = (UINT16)GetModifiedMeleeDamage( Weapon[ usIndex ].ubImpact );
//gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubMeleeDamageMultiplier );
// modify by ini values
if ( Item[ usIndex ].usItemClass == IC_BLADE )
gunDamage *= gItemSettings.fDamageModifierBlade;
else if ( Item[ usIndex ].usItemClass == IC_PUNCH )
gunDamage *= gItemSettings.fDamageModifierPunch;
}
DrawTextToScreen(BobbyRText[BOBBYR_GUNS_DAMAGE], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
@@ -3939,6 +3949,8 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
// HEADROCK HAM 3.6: Can now take a negative modifier.
//UINT16 gunDamage = (UINT16)( Weapon[ usItemNumber ].ubImpact + ( (double) Weapon[ usItemNumber ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
UINT16 gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usItemNumber ].ubImpact );
// modify by ini values
gunDamage *= gItemSettings.fDamageModifierGun[ Weapon[ usItemNumber ].ubWeaponType ];
UINT16 readyAPs = (UINT16)(( Weapon[ usItemNumber ].ubReadyTime * (100 - Item[ usItemNumber ].percentreadytimeapreduction)) / 100);
UINT16 gunRange = (UINT16)GetModifiedGunRange(usItemNumber);
@@ -4113,10 +4125,10 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
case IC_LAUNCHER:
{
// HEADROCK HAM 3.6: Can now take a negative modifier.
UINT16 gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usItemNumber ].ubImpact );
UINT16 readyAPs = (UINT16)(( Weapon[ usItemNumber ].ubReadyTime * (100 - Item[ usItemNumber ].percentreadytimeapreduction)) / 100);
UINT16 usRange = (UINT16)GetModifiedGunRange(usItemNumber);
INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItemNumber ].nAccuracy:Weapon[ usItemNumber ].bAccuracy);
UINT16 gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usItemNumber ].ubImpact );
UINT16 readyAPs = (UINT16)(( Weapon[ usItemNumber ].ubReadyTime * (100 - Item[ usItemNumber ].percentreadytimeapreduction)) / 100);
UINT16 usRange = (UINT16)GetModifiedGunRange(usItemNumber);
INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItemNumber ].nAccuracy:Weapon[ usItemNumber ].bAccuracy);
//UINT16 gunDamage = (UINT16)( Weapon[ usItemNumber ].ubImpact + ( (double) Weapon[ usItemNumber ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
//Calculate AP's
@@ -4301,4 +4313,4 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
}
break;
}
}
}