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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
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+17
-5
@@ -2165,12 +2165,22 @@ UINT16 DisplayDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
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// HEADROCK HAM 3.6: Can now take a negative modifier
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gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usIndex ].ubImpact );
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//gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
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// modify by ini values
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if ( Item[ usIndex ].usItemClass == IC_GUN )
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gunDamage *= gItemSettings.fDamageModifierGun[ Weapon[ usIndex ].ubWeaponType ];
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}
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else
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{
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// HEADROCK HAM 3.6: Can now take a negative modifier
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gunDamage = (UINT16)GetModifiedMeleeDamage( Weapon[ usIndex ].ubImpact );
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//gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubMeleeDamageMultiplier );
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// modify by ini values
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if ( Item[ usIndex ].usItemClass == IC_BLADE )
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gunDamage *= gItemSettings.fDamageModifierBlade;
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else if ( Item[ usIndex ].usItemClass == IC_PUNCH )
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gunDamage *= gItemSettings.fDamageModifierPunch;
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}
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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);
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@@ -3939,6 +3949,8 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
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// HEADROCK HAM 3.6: Can now take a negative modifier.
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//UINT16 gunDamage = (UINT16)( Weapon[ usItemNumber ].ubImpact + ( (double) Weapon[ usItemNumber ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
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UINT16 gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usItemNumber ].ubImpact );
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// modify by ini values
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gunDamage *= gItemSettings.fDamageModifierGun[ Weapon[ usItemNumber ].ubWeaponType ];
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UINT16 readyAPs = (UINT16)(( Weapon[ usItemNumber ].ubReadyTime * (100 - Item[ usItemNumber ].percentreadytimeapreduction)) / 100);
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UINT16 gunRange = (UINT16)GetModifiedGunRange(usItemNumber);
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@@ -4113,10 +4125,10 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
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case IC_LAUNCHER:
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{
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// HEADROCK HAM 3.6: Can now take a negative modifier.
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UINT16 gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usItemNumber ].ubImpact );
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UINT16 readyAPs = (UINT16)(( Weapon[ usItemNumber ].ubReadyTime * (100 - Item[ usItemNumber ].percentreadytimeapreduction)) / 100);
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UINT16 usRange = (UINT16)GetModifiedGunRange(usItemNumber);
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INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItemNumber ].nAccuracy:Weapon[ usItemNumber ].bAccuracy);
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UINT16 gunDamage = (UINT16)GetModifiedGunDamage( Weapon[ usItemNumber ].ubImpact );
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UINT16 readyAPs = (UINT16)(( Weapon[ usItemNumber ].ubReadyTime * (100 - Item[ usItemNumber ].percentreadytimeapreduction)) / 100);
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UINT16 usRange = (UINT16)GetModifiedGunRange(usItemNumber);
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INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItemNumber ].nAccuracy:Weapon[ usItemNumber ].bAccuracy);
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//UINT16 gunDamage = (UINT16)( Weapon[ usItemNumber ].ubImpact + ( (double) Weapon[ usItemNumber ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
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//Calculate AP's
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@@ -4301,4 +4313,4 @@ void GetHelpTextForItemInLaptop( STR16 pzStr, UINT16 usItemNumber )
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}
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break;
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}
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}
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}
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