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
+41 -1
View File
@@ -11626,12 +11626,28 @@ UINT8 GetDamage ( OBJECTTYPE *pObj )
if(UsingNewCTHSystem() == true)
{
ubDamage = Weapon[ pObj->usItem ].ubImpact;
// modify by ini values
if ( Item[pObj->usItem].usItemClass == IC_BLADE )
ubDamage *= gItemSettings.fDamageModifierBlade;
else if ( Item[pObj->usItem].usItemClass == IC_PUNCH )
ubDamage *= gItemSettings.fDamageModifierPunch;
else
ubDamage *= gItemSettings.fDamageModifierTentacle;
ubDamage += GetMeleeDamageBonus(pObj);
ubDamage = (UINT8)GetModifiedMeleeDamage( ubDamage );
}
else
{
ubDamage = (UINT8)GetModifiedMeleeDamage( Weapon[ pObj->usItem ].ubImpact );
// modify by ini values
if ( Item[pObj->usItem].usItemClass == IC_BLADE )
ubDamage *= gItemSettings.fDamageModifierBlade;
else if ( Item[pObj->usItem].usItemClass == IC_PUNCH )
ubDamage *= gItemSettings.fDamageModifierPunch;
else
ubDamage *= gItemSettings.fDamageModifierTentacle;
ubDamage += GetMeleeDamageBonus(pObj);
}
//return min(255, (UINT8)( (ubDamage) + ( (double)ubDamage / 100) * gGameExternalOptions.iMeleeDamageModifier ) );
@@ -11644,6 +11660,9 @@ UINT8 GetDamage ( OBJECTTYPE *pObj )
if(UsingNewCTHSystem() == true)
{
ubDamage = Weapon[ pObj->usItem ].ubImpact;
// modify by ini values
if ( Item[pObj->usItem].usItemClass == IC_GUN )
ubDamage *= gItemSettings.fDamageModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
// HEADROCK HAM 4: I've decided to remove this condition. It makes no friggin sense.
//if (FitsInSmallPocket(pObj) == true)
//{
@@ -11654,6 +11673,9 @@ UINT8 GetDamage ( OBJECTTYPE *pObj )
else
{
ubDamage = (UINT8)GetModifiedGunDamage( Weapon[ pObj->usItem ].ubImpact );
// modify by ini values
if ( Item[pObj->usItem].usItemClass == IC_GUN )
ubDamage *= gItemSettings.fDamageModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
// WTF? Why do only small weapons get their damage bonus?!
if (FitsInSmallPocket(pObj) == true)
@@ -11672,12 +11694,24 @@ UINT8 GetBasicDamage ( OBJECTTYPE *pObj )
{
// HEADROCK HAM 3.6: Can now take a negative modifier
UINT8 ubDamage = (UINT8)GetModifiedMeleeDamage( Weapon[ pObj->usItem ].ubImpact );
// modify by ini values
if ( Item[pObj->usItem].usItemClass == IC_BLADE )
ubDamage *= gItemSettings.fDamageModifierBlade;
else if ( Item[pObj->usItem].usItemClass == IC_PUNCH )
ubDamage *= gItemSettings.fDamageModifierPunch;
else
ubDamage *= gItemSettings.fDamageModifierTentacle;
return ubDamage;
}
else
{
// HEADROCK HAM 3.6: Can now take a negative modifier
UINT8 ubDamage = (UINT8)GetModifiedGunDamage( Weapon[ pObj->usItem ].ubImpact );
// modify by ini values
if ( Item[pObj->usItem].usItemClass == IC_GUN )
ubDamage *= gItemSettings.fDamageModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
return ubDamage;
}
}
@@ -11754,9 +11788,15 @@ UINT8 GetAutofireShotsPerFiveAPs( OBJECTTYPE *pObj )
// HEADROCK HAM B2.6: Added overall modifier
if (Weapon[ pObj->usItem ].bAutofireShotsPerFiveAP > 0)
{
UINT8 usAutoFireShots = Weapon[ pObj->usItem ].bAutofireShotsPerFiveAP;
// modify by ini values
if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
usAutoFireShots *= gItemSettings.fAFShotsPer5APModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
// WANNE: Fix by Headrock
// Weapons shouldn't ever lose their Bp5AP due to this modifier.
return __max((Weapon[ pObj->usItem ].bAutofireShotsPerFiveAP + gGameExternalOptions.bAutofireBulletsPer5APModifier), 1);
return __max((usAutoFireShots + gGameExternalOptions.bAutofireBulletsPer5APModifier), 1);
//return __max((Weapon[ pObj->usItem ].bAutofireShotsPerFiveAP + gGameExternalOptions.bAutofireBulletsPer5APModifier), 0);
}