Enhancements of the MOLLE Feature (by DepressivesBrot):

- Added: Separate message for 'no space' (used 'already there' as a placeholder before)
- Fixed: Exchanging attachments when we are near capacity for the carrier
- Fixed: The LBE shown in the description box now changes as well and as soon as you add/remove an attachment
- Changed: The attachment now transfers the first non-zero pocket to the carrier instead of simply the first
- Added: Tooltips now show the currently used and the available space of a carrier.

- Added: A modifier for the explosive damage in confined spaces (by DepressivesBrot). Implemented on a per-item basis using the new float tag <bIndoorModifier> in Explosives.xml (0.5 means 150% damage, 1.0 means 200% etc.)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5552 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-09-04 19:27:01 +00:00
parent 02c53cdf16
commit d0e27b0229
17 changed files with 84 additions and 24 deletions
+9 -1
View File
@@ -2189,13 +2189,21 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
// HEADROCK HAM 3.6: Can now use negative modifier.
INT16 newDamage = (INT16)GetModifiedExplosiveDamage( pExplosive->ubDamage );
//INT16 newDamage = pExplosive->ubDamage + (INT16)(( pExplosive->ubDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
//DBrot: apply a modifier to confined explosions
if(InARoom(sBombGridNo, NULL)){
newDamage += (INT16)newDamage * pExplosive->bIndoorModifier;
}
sWoundAmt = newDamage + (INT16) ( (newDamage * uiRoll) / 100 );
// Calculate breath amount ( if stun damage applicable )
INT16 newBreath = (INT16)GetModifiedExplosiveDamage( pExplosive->ubStunDamage );
//INT16 newBreath = pExplosive->ubStunDamage + (INT16)(( pExplosive->ubStunDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
if(InARoom(sBombGridNo, NULL)){
newBreath += (INT16)newBreath * pExplosive->bIndoorModifier;
}
sBreathAmt = ( newBreath * 100 ) + (INT16) ( ( ( newBreath / 2 ) * 100 * uiRoll ) / 100 ) ;