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Updated gl_compute_damage example script from 4.x
* with script-based YAAM implementation. Sync header changes with develop branch. Changed AttackSubType enum "GUNS" to "RANGED". (to be in line with define_extra.h, the naming is from RE/CE.)
This commit is contained in:
@@ -1,28 +1,69 @@
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/*
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Example algorithm of how the game engine calculates combat damage
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This script reimplements the combat damage calculation of the original game.
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Use this to implement your own damage formula!
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*/
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#include "..\headers\define.h"
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#include "..\headers\command.h"
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#include "..\headers\sfall\sfall.h"
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#include "..\headers\sfall\define_extra.h"
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#include "../sfall/define_lite.h"
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#include "../sfall/define_extra.h"
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#include "../sfall/sfall.h"
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#define DAMAGE_FORMULA_VANILLA (0)
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#define DAMAGE_FORMULA_GLOVZ (1)
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#define DAMAGE_FORMULA_GLOVZ2 (2)
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#define DAMAGE_FORMULA_YAAM (5)
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procedure start;
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procedure compute_damage_F2;
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procedure item_w_damage_hook;
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procedure combatdamage_handler;
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procedure itemdamage_handler;
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procedure calc_damage_YAAM(variable weapon, variable rounds, variable armorDT, variable armorDR, variable bonusRangedDamage, variable multiplyDamage, variable difficulty);
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procedure item_w_subtype(variable weapon, variable hit_mode);
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procedure get_ammo_value(variable weapon, variable param);
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variable item_w_damage;
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variable
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damage_formula,
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item_damage_min,
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item_damage_max,
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item_damage_weapon,
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item_damage_attacker;
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procedure start begin
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if game_loaded then begin
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register_hook_proc(HOOK_COMBATDAMAGE, compute_damage_F2);
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register_hook_proc(HOOK_ITEMDAMAGE, item_w_damage_hook);
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damage_formula := get_ini_setting("ddraw.ini|Misc|DamageFormula");
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register_hook_proc(HOOK_COMBATDAMAGE, combatdamage_handler);
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register_hook_proc(HOOK_ITEMDAMAGE, itemdamage_handler);
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end
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end
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procedure compute_damage_F2 begin
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/*
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HOOK_COMBATDAMAGE
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Runs when:
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1) Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation.
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2) AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies.
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Does not run for misses, or non-combat damage like dynamite explosions.
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Critter arg0 - The target
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Critter arg1 - The attacker
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int arg2 - The amount of damage to the target
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int arg3 - The amount of damage to the attacker
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int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags)
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int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags)
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Item arg6 - The weapon used in the attack
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int arg7 - The bodypart that was struck
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int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
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int arg9 - Number of bullets actually hit the target (1 for melee attacks)
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int arg10 - The amount of knockback to the target
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int arg11 - Attack Type (see ATKTYPE_* constants)
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mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
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int ret0 - The damage to the target
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int ret1 - The damage to the attacker
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int ret2 - The special effect flags for the target
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int ret3 - The special effect flags for the attacker
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int ret4 - The amount of knockback to the target
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*/
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procedure combatdamage_handler begin
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variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
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variable target, flags, knockback, amount;
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@@ -40,6 +81,11 @@ procedure compute_damage_F2 begin
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amountKnockback := get_sfall_arg,
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hit_mode := get_sfall_arg;
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if (ctdSource != item_damage_attacker or weapon != item_damage_weapon) then begin
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debug_msg("! ERROR ! compute_damage: Expected attacker or weapon differs!");
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return;
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end
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if (flagsSource bwand DAM_HIT) then begin
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target := ctdTarget;
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flags := flagsTarget;
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@@ -50,7 +96,6 @@ procedure compute_damage_F2 begin
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knockback := 0;
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end
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//amount := 0;
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if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
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if weapon then begin
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dmg_type := weapon_dmg_type(weapon);
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@@ -77,7 +122,7 @@ procedure compute_damage_F2 begin
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end
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weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
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if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_GUNS) then
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if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_RANGED) then
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bonus_ranged := 0;
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else
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bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
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@@ -90,6 +135,9 @@ procedure compute_damage_F2 begin
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difficulty := 125;
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end
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if (damage_formula == DAMAGE_FORMULA_YAAM) then begin
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amount := calc_damage_YAAM(weapon, rounds, dmg_thresh, dmg_resist, bonus_ranged, damageMultiplier, difficulty);
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end else begin
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// F2 default start
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// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
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dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
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@@ -100,7 +148,7 @@ procedure compute_damage_F2 begin
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dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
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for (i := 1; i <= rounds; i++) begin
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damage := (item_w_damage + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
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damage := (random(item_damage_min, item_damage_max) + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
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if dmg_div then damage /= dmg_div;
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damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
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@@ -111,6 +159,7 @@ procedure compute_damage_F2 begin
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end
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end
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// F2 default end
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end
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if (ctdSource == dude_obj) then begin
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if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
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@@ -140,11 +189,11 @@ procedure compute_damage_F2 begin
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end
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if (flagsSource bwand DAM_HIT) then begin
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display_msg("amountTarget = " + amountTarget+ ", amount = " + amount);
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display_msg("COMBATDAMAGE amountTarget = " + amountTarget+ ", amount = " + amount);
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amountTarget := amount;
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flagsTarget := flags;
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end else begin
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display_msg("amountSource = " + amountSource+ ", amount = " + amount);
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display_msg("COMBATDAMAGE amountSource = " + amountSource+ ", amount = " + amount);
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amountSource := amount;
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flagsSource := flags;
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end
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@@ -154,40 +203,118 @@ procedure compute_damage_F2 begin
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set_sfall_return(flagsTarget);
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set_sfall_return(flagsSource);
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set_sfall_return(amountKnockback);
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set_sfall_arg(2, amountTarget);
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set_sfall_arg(3, amountSource);
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set_sfall_arg(4, flagsTarget);
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set_sfall_arg(5, flagsSource);
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set_sfall_arg(10, amountKnockback);
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end
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procedure item_w_damage_hook begin
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variable
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item_w_damage_min := get_sfall_arg,
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item_w_damage_max := get_sfall_arg;
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//weapon := get_sfall_arg,
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//source := get_sfall_arg,
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procedure calc_damage_YAAM(variable weapon, variable rounds, variable armorDT, variable armorDR, variable bonusRangedDamage, variable multiplyDamage, variable difficulty) begin
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variable accumulatedDamage, ammoDiv, ammoMult, ammoDT, calcDT, _calcDT, calcDR, i, rawDamage, resistedDamage;
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if (rounds <= 0) then begin
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return 0;
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end
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ammoDiv := get_ammo_value(weapon, PROTO_AM_DMG_DIV);
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ammoMult := get_ammo_value(weapon, PROTO_AM_DMG_MULT);
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// Damage Multipler = Critical Multipler * Ammo Dividend
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multiplyDamage *= ammoMult;
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// Retrieve ammo DT (well, it's really Retrieve ammo DR, but since we're treating ammo DR as ammo DT...)
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ammoDT := get_ammo_value(weapon, PROTO_AM_DR_MOD);
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calcDT := armorDT - ammoDT;
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_calcDT := calcDT;
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if (calcDT >= 0) then begin
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_calcDT := 0;
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end else begin
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// note that this should be a negative value
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_calcDT *= 10;
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calcDT := 0;
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end
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// DR = armor DR + DT (note that DT should be less than or equal to zero)
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calcDR = armorDR + _calcDT;
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if (calcDR < 0) then begin
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calcDR = 0;
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end else if (calcDR >= 100) then begin
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return 0;
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end
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display_msg("YAAM: AmmoDT=" + ammoDT + ", DT=" + calcDT + "/" + armorDT + ", DR=" + calcDR + "/" + armorDR);
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// Start of damage calculation loop
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for (i := 0; i < rounds; i++) begin
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rawDamage = random(item_damage_min, item_damage_max);
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rawDamage += bonusRangedDamage;
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rawDamage -= calcDT;
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if (rawDamage <= 0) then
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continue;
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rawDamage *= multiplyDamage;
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if (ammoDiv != 0) then begin
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rawDamage /= ammoDiv;
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end
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rawDamage /= 2; // related to critical hit damage multiplier bonus
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rawDamage *= difficulty; // combat difficulty setting (75 if wimpy, 100 if normal or if attacker is player, 125 if rough)
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rawDamage /= 100;
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resistedDamage = calcDR * rawDamage;
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resistedDamage /= 100;
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rawDamage -= resistedDamage;
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if (rawDamage > 0) then begin
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display_msg("YAAM: Bullet " + i + " dmg=" + rawDamage);
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accumulatedDamage += rawDamage;
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end
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end
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return accumulatedDamage;
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end
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/*
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HOOK_ITEMDAMAGE
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Runs when retrieving the damage rating of the player's used weapon. (Which may be their fists.)
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int arg0 - The default min damage
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int arg1 - The default max damage
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Item arg2 - The weapon used (0 if unarmed)
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Critter arg3 - The critter doing the attacking
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int arg4 - The type of attack
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int arg5 - non-zero if this is an attack using a melee weapon
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int ret0 - Either the damage to be used, if ret1 isn't given, or the new minimum damage if it is
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int ret1 - The new maximum damage
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*/
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procedure itemdamage_handler begin
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item_damage_min := get_sfall_arg;
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item_damage_max := get_sfall_arg;
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item_damage_weapon := get_sfall_arg;
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item_damage_attacker := get_sfall_arg;
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//hit_mode := get_sfall_arg,
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//isMelee := get_sfall_arg;
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item_w_damage := (item_w_damage_min + (item_w_damage_max - item_w_damage_min) / 2);
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display_msg("item_w_damage_ = " + item_w_damage);
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set_sfall_return(item_w_damage);
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display_msg("itemdamage: " + item_damage_min + "-" + item_damage_max);
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end
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procedure item_w_subtype(variable weapon, variable hit_mode) begin
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variable attack_mode, type := WEAPON_TYPE_UNARMED;
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if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
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attack_mode := (get_proto_data(obj_pid(weapon), PROTO_IT_FLAGS));
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attack_mode := weapon_attack_mode(obj_pid(weapon), hit_mode);
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if (hit_mode == ATKTYPE_LWEP2) or (hit_mode == ATKTYPE_RWEP2) then
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attack_mode := (attack_mode bwand 0xF0) / 16; // shift 4 bits to the right
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else
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attack_mode := (attack_mode bwand 0x0F);
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if (attack_mode > ATKMODE_PRI_THROW) then
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type := WEAPON_TYPE_GUNS;
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else if (attack_mode == ATKMODE_PRI_THROW) then
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if (attack_mode >= ATTACK_MODE_SINGLE) then
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type := WEAPON_TYPE_RANGED;
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else if (attack_mode == ATTACK_MODE_THROW) then
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type := WEAPON_TYPE_THROWN;
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else if (attack_mode > ATKMODE_PRI_KICK) then
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else if (attack_mode >= ATTACK_MODE_SWING) then
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type := WEAPON_TYPE_MELEE;
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else if (attack_mode == ATTACK_MODE_NONE) then
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type := WEAPON_TYPE_NONE;
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end
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return type;
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@@ -35,7 +35,7 @@
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#define WEAPON_TYPE_UNARMED (1)
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#define WEAPON_TYPE_MELEE (2)
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#define WEAPON_TYPE_THROWN (3)
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#define WEAPON_TYPE_GUNS (4)
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#define WEAPON_TYPE_RANGED (4)
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/* Item Flags (FlagsExt in proto) */
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#define HEALING_ITEM 0x04000000 // Healing Item (item will be used by NPCs for healing in combat) [sfall 4.3.1/3.8.31]
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@@ -49,7 +49,7 @@
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#define WEAPON_2HAND 0x00000200 // 2Hnd (weapon is two-handed)
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#define WEAPON_ENERGY 0x00000400 // Energy Weapon (forces weapon to use Energy Weapons skill) [sfall 4.2/3.8.20]
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// The attack types returned by get_attack_type or as fifth argument of HOOK_ITEMDAMAGE
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// The attack types returned by get_attack_type or as the fifth argument of HOOK_ITEMDAMAGE
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#define ATKTYPE_LWEP1 (0)
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#define ATKTYPE_LWEP2 (1)
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#define ATKTYPE_RWEP1 (2)
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@@ -140,7 +140,7 @@
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#define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE
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#define MSGBOX_CLEAN (0x20) // no buttons
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// Some possible defines for the 4th argument to HOOK_REMOVEINVOBJ
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// Some possible defines for the fourth argument of HOOK_REMOVEINVENOBJ
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#define RMOBJ_ITEM_REMOVED_INVEN 4831349 // removing or destroying an item (obj_remove_from_inven_)
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#define RMOBJ_ITEM_REMOVED 4548572 // (op_rm_obj_from_inven_)
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#define RMOBJ_ITEM_REMOVED_MULTI 4563866 // (op_rm_mult_objs_from_inven_)
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@@ -429,6 +429,15 @@
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#define C_ATTACK_KNOCKBACK_VALUE5 (0xB0)
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#define C_ATTACK_KNOCKBACK_VALUE6 (0xB4)
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#define CRITICAL_VALUE_MULT (0) // This is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage.
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#define CRITICAL_VALUE_EFFECTS (1) // This is a flag bit field (DAM_*) controlling what effects the critical causes.
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#define CRITICAL_VALUE_STAT_CHECK (2) // This makes a check against a (SPECIAL) stat. Values of 2 (endurance), 5 (agility), and 6 (luck) are used, but other stats will probably work as well. A value of -1 indicates that no check is to be made.
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#define CRITICAL_VALUE_STAT_MOD (3) // Affects the outcome of the stat check, if one is made. Positive values make it easier to pass the check, and negative ones make it harder.
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#define CRITICAL_VALUE_FAIL_EFFECT (4) // Another bit field, using the same values as EFFECTS. If the stat check is failed, these are applied in addition to the earlier ones.
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#define CRITICAL_VALUE_MSG (5) // The message to show when this critical occurs, taken from combat.msg.
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#define CRITICAL_VALUE_FAIL_MSG (6) // This is shown instead of Message if the stat check fails.
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/* Playback mode defines for the soundplay function */
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#define soundraw (0x80000000) // sfall flag
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#define Stereo8bit (soundstereo)
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@@ -267,6 +267,7 @@
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#define weapon_attack_mode1(pid) (get_proto_data(pid, PROTO_FLAG_EXT) bwand 0x0000000F)
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#define weapon_attack_mode2(pid) ((get_proto_data(pid, PROTO_FLAG_EXT) bwand 0x000000F0) / 0x10)
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#define weapon_attack_mode(pid, attackType) (weapon_attack_mode1(pid) if (attackType == ATKTYPE_LWEP1 or attackType == ATKTYPE_RWEP1) else weapon_attack_mode2(pid))
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/* SFALL_FUNCX MACROS */
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@@ -193,9 +193,9 @@ fo::AttackSubType GetWeaponType(DWORD weaponFlag) {
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fo::AttackSubType::MELEE,
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fo::AttackSubType::MELEE,
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fo::AttackSubType::THROWING,
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fo::AttackSubType::GUNS,
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fo::AttackSubType::GUNS,
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fo::AttackSubType::GUNS
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fo::AttackSubType::RANGED,
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fo::AttackSubType::RANGED,
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fo::AttackSubType::RANGED
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};
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DWORD type = weaponFlag & 0xF;
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return (type < 9) ? weapon_types[type] : fo::AttackSubType::NONE;
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@@ -650,7 +650,7 @@ enum AttackSubType : long
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UNARMED = 1,
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MELEE = 2,
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THROWING = 3,
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GUNS = 4
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RANGED = 4
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};
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enum BodyType : long
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@@ -566,7 +566,7 @@ struct CritInfo {
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long failureEffect;
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// The message to show when this critical occurs, taken from combat.msg.
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long message;
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// Shown instead of Message if the stat check is failed.
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// This is shown instead of Message if the stat check fails.
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long failMessage;
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};
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long values[7];
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@@ -142,7 +142,7 @@ static long item_w_mp_cost_sub(fo::GameObject* source, fo::GameObject* item, lon
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if ((type == fo::AttackSubType::MELEE || type == fo::AttackSubType::UNARMED) && Stats::perk_level(source, fo::Perk::PERK_bonus_hth_attacks)) {
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cost--;
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}
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if (type == fo::AttackSubType::GUNS && Stats::perk_level(source, fo::Perk::PERK_bonus_rate_of_fire)) {
|
||||
if (type == fo::AttackSubType::RANGED && Stats::perk_level(source, fo::Perk::PERK_bonus_rate_of_fire)) {
|
||||
cost--;
|
||||
}
|
||||
if (cost < 1) cost = 1;
|
||||
|
||||
@@ -2283,7 +2283,7 @@ fix:
|
||||
mov edx, [esi + ammoPid];
|
||||
test edx, edx;
|
||||
js skip;
|
||||
mov eax, GUNS; // set GUNS if has ammo pid
|
||||
mov eax, RANGED; // set RANGED if has ammo pid
|
||||
skip:
|
||||
retn;
|
||||
}
|
||||
|
||||
@@ -921,7 +921,7 @@ static void __declspec(naked) item_w_called_shot_hack() {
|
||||
call fo::funcoffs::item_hit_with_; // get pointer to weapon
|
||||
mov edx, ecx;
|
||||
call fo::funcoffs::item_w_subtype_;
|
||||
cmp eax, THROWING; // is weapon type GUNS or THROWING?
|
||||
cmp eax, THROWING; // is weapon type RANGED or THROWING?
|
||||
jge checkRange; // yes
|
||||
jmp FastShotTraitFix_End; // continue processing called shot attempt
|
||||
checkRange:
|
||||
|
||||
Reference in New Issue
Block a user