Feature enhancement: Drop All now allows to use the following settings:

0 = Drop All is off and drop chances are used
1 = Drop All is on and everything is dropped
2 = Mild Drop All which means that everything is dropped (like 1) but items that are usually not dropped (like 0) are severely damaged.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8675 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2019-04-22 11:12:13 +00:00
parent dfc69812b4
commit e39652f6e2
7 changed files with 38 additions and 21 deletions
+3 -1
View File
@@ -6915,7 +6915,9 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
{
(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random( 20 );
// silversurfer: externalized this
//(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random( 20 );
(*pObj)[0]->data.objectStatus -= Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier );
(*pObj)[0]->data.objectStatus = min( max( (*pObj)[0]->data.objectStatus, 1 ), 100 ); // never below 1% or above 100%
(*pObj)[0]->data.sRepairThreshold = max( 1, min( 100, ((*pObj)[0]->data.objectStatus + 200) / 3 ) );