mirror of
https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
Fix: The Brass Knuckles tag didn't count as bare hand attacks anymore since revision 6465. I changed that back because Martial Arts trait includes brass knuckle items. Single attack AP display of such items in EDB was fixed as well.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8207 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+9
-9
@@ -15,9 +15,9 @@
|
|||||||
#ifdef JA2EDITOR
|
#ifdef JA2EDITOR
|
||||||
|
|
||||||
#ifdef JA2UB
|
#ifdef JA2UB
|
||||||
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8207 (Development Build)" };
|
||||||
#else
|
#else
|
||||||
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8207 (Development Build)" };
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// ------------------------------
|
// ------------------------------
|
||||||
@@ -27,11 +27,11 @@
|
|||||||
|
|
||||||
//DEBUG BUILD VERSION
|
//DEBUG BUILD VERSION
|
||||||
#ifdef JA2UB
|
#ifdef JA2UB
|
||||||
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8207 (Development Build)" };
|
||||||
#elif defined (JA113DEMO)
|
#elif defined (JA113DEMO)
|
||||||
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8207 (Development Build)" };
|
||||||
#else
|
#else
|
||||||
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8207 (Development Build)" };
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#elif defined CRIPPLED_VERSION
|
#elif defined CRIPPLED_VERSION
|
||||||
@@ -46,16 +46,16 @@
|
|||||||
|
|
||||||
//RELEASE BUILD VERSION
|
//RELEASE BUILD VERSION
|
||||||
#ifdef JA2UB
|
#ifdef JA2UB
|
||||||
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8207 (Development Build)" };
|
||||||
#elif defined (JA113DEMO)
|
#elif defined (JA113DEMO)
|
||||||
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8207 (Development Build)" };
|
||||||
#else
|
#else
|
||||||
CHAR16 zVersionLabel[256] = { L"Release v1.13.8204 (Development Build)" };
|
CHAR16 zVersionLabel[256] = { L"Release v1.13.8207 (Development Build)" };
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
CHAR8 czVersionNumber[16] = { "Build 16.05.06" }; //YY.MM.DD
|
CHAR8 czVersionNumber[16] = { "Build 16.05.08" }; //YY.MM.DD
|
||||||
CHAR16 zTrackingNumber[16] = { L"Z" };
|
CHAR16 zTrackingNumber[16] = { L"Z" };
|
||||||
|
|
||||||
// SAVE_GAME_VERSION is defined in header, change it there
|
// SAVE_GAME_VERSION is defined in header, change it there
|
||||||
|
|||||||
@@ -6474,7 +6474,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
|||||||
{
|
{
|
||||||
static CHAR16 pStr[ 100 ];
|
static CHAR16 pStr[ 100 ];
|
||||||
INT16 usX, usY;
|
INT16 usX, usY;
|
||||||
INT16 ubAttackAPs;
|
INT16 ubAttackAPs, ubBasicAttackAPs;
|
||||||
UINT8 ubNumLine;
|
UINT8 ubNumLine;
|
||||||
|
|
||||||
OBJECTTYPE *gpComparedItemDescObject = NULL;
|
OBJECTTYPE *gpComparedItemDescObject = NULL;
|
||||||
@@ -6483,8 +6483,17 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
// ShotsPer4Turns -> ubAttackAPs, used later for all shot AP values
|
// ShotsPer4Turns -> ubAttackAPs, used later for all shot AP values
|
||||||
ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, gpItemDescSoldier );
|
// silversurfer: Knuckle Dusters count as bare hand attacks and use the AP_PUNCH constant.
|
||||||
INT16 ubBasicAttackAPs = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject );
|
if ( Item[gpItemDescObject->usItem].brassknuckles )
|
||||||
|
{
|
||||||
|
ubAttackAPs = APBPConstants[AP_PUNCH];
|
||||||
|
ubBasicAttackAPs = APBPConstants[AP_PUNCH];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, gpItemDescSoldier );
|
||||||
|
ubBasicAttackAPs = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject );
|
||||||
|
}
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////////////////////
|
||||||
// The following attributes are only drawn when the UDB is set to show the General Page.
|
// The following attributes are only drawn when the UDB is set to show the General Page.
|
||||||
|
|||||||
@@ -15520,6 +15520,10 @@ FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8
|
|||||||
{
|
{
|
||||||
fMultiplier = (100 - gSkillTraitValues.ubMEBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, MELEE_NT ) ) / 100.0f;
|
fMultiplier = (100 - gSkillTraitValues.ubMEBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, MELEE_NT ) ) / 100.0f;
|
||||||
}
|
}
|
||||||
|
else if( Item[ pObj->usItem ].usItemClass == IC_PUNCH && Item[pObj->usItem].brassknuckles )
|
||||||
|
{
|
||||||
|
fMultiplier = (100 - gSkillTraitValues.ubMAPunchAPsReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) ) / 100.0f;
|
||||||
|
}
|
||||||
else if( Item[ pObj->usItem ].usItemClass == IC_THROWING_KNIFE )
|
else if( Item[ pObj->usItem ].usItemClass == IC_THROWING_KNIFE )
|
||||||
{
|
{
|
||||||
fMultiplier = (100 - gSkillTraitValues.ubTHBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, THROWING_NT ) ) / 100.0f;
|
fMultiplier = (100 - gSkillTraitValues.ubTHBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, THROWING_NT ) ) / 100.0f;
|
||||||
|
|||||||
+1
-1
@@ -2560,7 +2560,7 @@ INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost
|
|||||||
UINT16 usItem = pObjUsed->usItem;
|
UINT16 usItem = pObjUsed->usItem;
|
||||||
INT16 bFullAPs = pSoldier->CalcActionPoints();
|
INT16 bFullAPs = pSoldier->CalcActionPoints();
|
||||||
INT16 bAimSkill = CalcAimSkill(pSoldier, pSoldier->inv[HANDPOS].usItem);
|
INT16 bAimSkill = CalcAimSkill(pSoldier, pSoldier->inv[HANDPOS].usItem);
|
||||||
if(usItem == NONE/* || Item[usItem].brassknuckles*/)
|
if(usItem == NONE || Item[usItem].brassknuckles)
|
||||||
bAPCost += ApsToPunch(pSoldier);// SANDRO - changed this to direct us to specific calc function
|
bAPCost += ApsToPunch(pSoldier);// SANDRO - changed this to direct us to specific calc function
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user