- new modifiers "MISS_MAX_RADIUS_x" for grenades and mortar to set a max radius where they will land. Chance to hit something with explosives is now based more on skill than on luck.

- fixed infinite loop in function "RandomGridFromRadius" when min and max radius were 1
- fixed incorrect exit condition in function "RandomGridFromRadius" when min radius was 0
- fixed incorrect CtH calculation for mortar

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8598 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2018-08-22 17:54:24 +00:00
parent 6058911c34
commit fed9ca298c
7 changed files with 44 additions and 87 deletions
+2
View File
@@ -3104,6 +3104,8 @@ void LoadItemSettings()
gItemSettings.fDamageBreathModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_BREATH_EXPLOSIVE_MODIFIER", 1.0f, 0.1f, 5.0f);
gItemSettings.fDamageHealthMoveModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER", 0.1f, 0.0f, 1.0f);
gItemSettings.fDamageBreathMoveModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER", 0.1f, 0.0f, 1.0f);
gItemSettings.usMissMaxRadiusGrenade = iniReader.ReadInteger("Explosives Settings","MISS_MAX_RADIUS_GRENADE", 5, 0, 30 );
gItemSettings.usMissMaxRadiusMortar = iniReader.ReadInteger("Explosives Settings","MISS_MAX_RADIUS_MORTAR", 10, 0, 30 );
// ------------ MISC MODIFIERS --------------
gItemSettings.fShieldMovementAPCostModifier = iniReader.ReadFloat ("Misc Settings", "SHIELD_MOVEMENT_APCOST_MODIFIER", 1.7f, 1.0f, 10.0f );