mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Fixed a bug in Stats.cpp that caused critical hits to ignore critical table roll value and only have the lowest level effect. Minor edits to MainMenu.cpp.
481 lines
24 KiB
C++
481 lines
24 KiB
C++
/*
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* sfall
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* Copyright (C) 2008, 2009, 2010, 2013, 2014 The sfall team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "Logging.h"
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static int formula;
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static const DWORD DamageFunctionReturn = 0x424A63;
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// Damage Fix v5 (with v5.1 Damage Multiplier tweak) by Glovz 2014.04.16.xx.xx
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static __declspec(naked) void DamageGlovz() {
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__asm {
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mov ebx, dword ptr ss:[esp + 0x1C]; // get the number of hits
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xor ecx, ecx; // set the loop counter to 0
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cmp ebx, 0; // compare the number of hits to 0
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jle end; // exit
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begin:
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mov dword ptr ss:[esp + 0x30], 0; // clear value
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mov edx, dword ptr ds:[esi + 4]; // get pointer to weapon being used by an attacker (I think)
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mov eax, dword ptr ds:[esi]; // get pointer to critter attacking
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call item_w_damage_; // get the raw damage value
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mov ebx, dword ptr ss:[esp + 0x18]; // get the bonus ranged damage value
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cmp ebx, 0; // compare the range bonus damage value to 0
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jle rdJmp; // if the RB value is less than or equal to 0 then goto rdJmp
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add eax, ebx; // add the RB value to the RD value
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rdJmp:
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cmp eax, 0; // compare the new damage value to 0
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jle noDamageJmp; // goto noDamageJmp
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mov ebx, eax; // set the ND value
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mov edx, dword ptr ss:[esp + 0x28]; // get the armorDT value
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cmp edx, 0; // compare the armorDT value to 0
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jle bJmp; // if the armorDT value is less than or equal to 0 then goto bJmp
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critters ammo being used in their weapon (I think)
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call item_w_dam_div_; // get the ammoY value
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cmp eax, 0; // compare the ammoY value to 0
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jg aJmp; // if the ammoY value is greater than 0 then goto aJmp
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mov eax, 1; // set the ammoY value to 1
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aJmp:
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xor ebp, ebp; // clear value
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cmp edx, eax; // compare the dividend with the divisor
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jl lrThan; // the dividend is less than the divisor then goto lrThan
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jg grThan; // the dividend is greater than the divisor then goto grThan
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jmp setOne; // if the two values are equal then goto setOne
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lrThan:
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mov ebp, edx; // store the dividend value temporarily
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imul edx, 2; // multiply dividend value by 2
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sub edx, eax; // subtract divisor value from the dividend value
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cmp edx, 0; // compare the result to 0
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jl setZero; // if the result is less than 0 then goto setZero
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jg setOne; // if the result is greater than 0 then goto setOne
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mov edx, ebp; // restore dividend value
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and edx, 1; // if true (1) then odd if false (0) then even
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jz setZero; // if the result is equal to 0 then setZero
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jmp setOne; // if the result is not 0 then goto setOne
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grThan:
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mov ebp, eax; // assign the divisor value
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xor eax, eax; // clear value
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bbbJmp:
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inc eax; // add 1 to the quotient value
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sub edx, ebp; // subtract the divisor value from the dividend value
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cmp edx, ebp; // compare the remainder value to the divisor value
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jge bbbJmp; // if the remainder value is greater or equal to the divisor value then goto bbbJmp
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jz endDiv; // if the remainder value is equal to 0 then goto endDiv
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imul edx, 2; // multiply temp remainder value by 2
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sub edx, ebp; // subtract the divisor value from the temp remainder
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cmp edx, 0; // compare the result to 0
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jl endDiv; // if the result is less than 0 then goto endDiv
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jg addOne; // if the result is greater than 0 then goto addOne
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mov ebp, eax; // assign the quotient value
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and ebp, 1; // if true (1) then odd if false (0) then even
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jz endDiv; // if the result is equal to zero goto endDiv
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addOne:
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inc eax; // add 1 to the quotient value
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jmp endDiv; // goto endDiv
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setOne:
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mov eax, 1; // set the quotient value to 1
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jmp endDiv; // goto endDiv
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setZero:
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xor eax, eax; // clear value
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endDiv:
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cmp dword ptr ss:[esp + 0x30], 2; // compare value to 2
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je divTwo; // goto divTwo
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cmp dword ptr ss:[esp + 0x30], 3; // compare value to 3
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je divThree; // goto divThree
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cmp dword ptr ss:[esp + 0x30], 4; // compare value to 4
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je divFour; // goto divFour
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cmp dword ptr ss:[esp + 0x30], 5; // compare value to 5
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je divFive; // goto divFive
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cmp dword ptr ss:[esp + 0x30], 6; // compare value to 6
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je divSix; // goto divSix
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cmp dword ptr ss:[esp + 0x30], 7; // compare value to 7
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je divSeven; // goto divSeven
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sub ebx, eax; // subtract the new armorDT value from the RD value
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jmp cJmp; // goto cJmp
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bJmp:
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mov edx, dword ptr ss:[esp + 0x2C]; // get the armorDR value
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cmp edx, 0; // compare the armorDR value to 0
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jle dJmp; // if the armorDR value is less than or equal to 0 then goto dJmp
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cJmp:
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cmp ebx, 0; // compare the new damage value to 0
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jle noDamageJmp; // goto noDamageJmp
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mov edx, dword ptr ss:[esp + 0x2C]; // get the armorDR value
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cmp edx, 0; // compare the armorDR value to 0
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jle eJmp; // if the armorDR value is less than or equal to 0 then goto eJmp
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mov eax, dword ptr ss:[esp + 0x20]; // get the CD value
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cmp eax, 100; // compare the CD value to 100
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jg sdrJmp; // if the CD value is greater than 100 then goto sdrJmp
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je aSubCJmp; // if the CD value is equal to 100 then goto aSubCJmp
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add edx, 20; // add 20 to the armorDR value
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jmp aSubCJmp; // goto aSubCJmp
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sdrJmp:
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sub edx, 20; // subtract 20 from the armorDR value
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aSubCJmp:
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to ammo being used in the critters weapon (I think)
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call item_w_dr_adjust_; // get the ammoDRM value
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cmp eax, 0; // compare the ammoDRM value to 0
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jl adrJmp; // if the ammoDRM value is less than 0 then goto adrJmp
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je bSubCJmp; // if the ammoDRM value is equal to 0 then goto bSubCJmp
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xor ebp, ebp; // clear value
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sub ebp, eax; // subtract ammoDRM value from 0
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mov eax, ebp; // set new ammoDRM value
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adrJmp:
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add edx, eax; // add the ammoDRM value to the armorDR value
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bSubCJmp:
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to ammo being used in the critters weapon (I think)
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call item_w_dam_mult_; // get the ammoX value
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cmp eax, 0; // compare the ammoX value to 0
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jg cSubCJmp; // if the ammoX value is greater than 0 then goto cSubCJmp;
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mov eax, 1; // set the ammoX value to 1
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cSubCJmp:
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mov dword ptr ss:[esp + 0x30], 2; // set value to 2
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jmp aJmp; // goto aJmp
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divTwo:
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mov edx, ebx; // set temp value
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imul edx, eax; // multiply the ND value by the armorDR value
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mov eax, 100; // set divisor value to 100
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mov dword ptr ss:[esp + 0x30], 3; // set value to 3
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jmp aJmp; // goto aJmp
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divThree:
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sub ebx, eax; // subtract the damage resisted value from the ND value
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jmp eJmp; // goto eJmp
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dJmp:
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to ammo being used in the critters weapon (I think)
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call item_w_dam_mult_; // get the ammoX value
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cmp eax, 1; // compare the ammoX value to 1
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jle bSubDJmp; // if the ammoX value is less than or equal to 1 then goto bSubDJmp;
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critters ammo being used in their weapon (I think)
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call item_w_dam_div_; // get the ammoY value
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cmp eax, 1; // compare the ammoY value to 1
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jle aSubDJmp; // if the ammoY value is less than or equal to 1 then goto aSubDJmp
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mov edx, ebx; // set temp value
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imul edx, 15; // multiply the ND value by 15
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mov eax, 100; // set divisor value to 100
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mov dword ptr ss:[esp + 0x30], 4; // set value to 4
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jmp aJmp; // goto aJmp
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divFour:
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add ebx, eax; // add the quotient value to the ND value
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jmp eJmp; // goto eJmp
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aSubDJmp:
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mov edx, ebx; // set temp value
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imul edx, 20; // multiply the ND value by 20
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mov eax, 100; // set divisor value to 100
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mov dword ptr ss:[esp + 0x30], 5; // set value to 5
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jmp aJmp; // goto aJmp
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divFive:
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add ebx, eax; // add the quotient value to the ND value
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jmp eJmp; // goto eJmp
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bSubDJmp:
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critters ammo being used in their weapon (I think)
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call item_w_dam_div_; // get the ammoY value
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cmp eax, 1; // compare the ammoY value to 1
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jle eJmp; // goto eJmp
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mov edx, ebx; // set temp value
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imul edx, 10; // multiply the ND value by 10
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mov eax, 100; // set divisor value to 100
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mov dword ptr ss:[esp + 0x30], 6; // set value to 6
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jmp aJmp; // goto aJmp
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divSix:
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add ebx, eax; // add the quotient value to the ND value
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eJmp:
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cmp ebx, 0; // compare the new damage value to 0
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jle noDamageJmp; // goto noDamageJmp
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mov eax, dword ptr ss:[esp + 0x24]; // get the CM value
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cmp eax, 2; // compare the CM value to 2
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jle addNDJmp; // if the CM value is less than or equal to 2 then goto addNDJmp
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cmp formula, 2; // check selected damage formula (added for v5.1 tweak)
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jz tweak;
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imul ebx, eax; // multiply the ND value by the CM value
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sar ebx, 1; // divide the result by 2
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jmp addNDJmp;
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//// begin v5.1 tweak ////
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tweak:
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mov edx, ebx; // set temp ND value
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imul edx, eax; // multiply the temp ND value by the CM value
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imul edx, 25; // multiply the temp ND value by 25
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mov eax, 100; // set divisor value to 100
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mov dword ptr ss:[esp + 0x30], 7; // set value to 7
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jmp aJmp; // goto aJmp
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divSeven:
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add ebx, eax; // add the critical damage value to the ND value
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//// end v5.1 tweak ////
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addNDJmp:
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add dword ptr ds:[edi], ebx; // accumulate damage
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noDamageJmp:
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mov eax, dword ptr ss:[esp + 0x1C]; // get the number of hits
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inc ecx; // the counter value increments by one
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cmp ecx, eax; // is the counter value less than the number of hits
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jl begin; // goto begin
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end:
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jmp DamageFunctionReturn; // exit
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}
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}
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// YAAM
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static __declspec(naked) void DamageYAAM() {
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__asm {
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mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
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mov edx, dword ptr ss:[esp + 0x24]; // Get Critical Multiplier (passed in as argument to function)
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call item_w_dam_mult_; // Retrieve Ammo Dividend
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imul edx, eax; // Damage Multipler = Critical Multipler * Ammo Dividend
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mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
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call item_w_dam_div_; // Retrieve Ammo Divisor
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imul ebp, eax; // Ammo Divisor = 1 * Ammo Divisor (ebp set to 1 earlier in function)
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mov ebx, dword ptr ss:[esp + 0x1C]; // Get number of hits
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xor ecx, ecx; // Set loop counter to zero
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mov dword ptr ss:[esp + 0x24], edx; // Store Damage Multiplier
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test ebx, ebx; // Is number of hits <= 0?
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jle end; // If yes, jump beyond damage calculation loop
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ajmp: // Start of damage calculation loop
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mov edx, dword ptr ds:[esi + 0x4]; // Get pointer to weapon (?)
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mov eax, dword ptr ds:[esi]; // Get pointer to critter (?)
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mov ebx, dword ptr ss:[esp + 0x18]; // Get Bonus Ranged Damage
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call item_w_damage_; // Retrieve Raw Damage
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add ebx, eax; // Raw Damage = Raw Damage + Bonus Ranged Damage
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mov edx, dword ptr ss:[esp + 0x28]; // Get armor DT
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mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
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call item_w_dr_adjust_; // Retrieve ammo DT (well, it's really Retrieve ammo DR, but since we're treating ammo DR as ammo DT...)
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sub edx, eax; // DT = armor DT - ammo DT
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test edx, edx; // Is DT >= 0?
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jge bjmp; // If yes, skip the next instruction
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xor edx, edx; // Otherwise, set DT = 0
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bjmp:
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sub ebx, edx; // Raw Damage = Raw Damage - DT
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test ebx, ebx; // Is Raw Damage <= 0?
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jle cjmp; // If yes, skip damage calculation and go to bottom of loop
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imul ebx, dword ptr ss:[esp + 0x24]; // Otherwise, Raw Damage = Raw Damage * Damage Multiplier
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test ebp, ebp; // Is Ammo Divisor == 0?
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je djmp; // If yes, avoid divide by zero error
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mov edx, ebx;
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mov eax, ebx;
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sar edx, 31;
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idiv ebp;
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mov ebx, eax; // Otherwise, Raw Damage = Raw Damage / Ammo Divisor
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djmp:
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mov edx, ebx;
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mov eax, ebx;
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sar edx, 31;
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sub eax, edx;
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sar eax, 1; // Raw Damage = Raw Damage / 2 (related to critical hit damage multiplier bonus)
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mov edx, dword ptr ss:[esp + 0x20]; // Get combat difficulty setting (75 if wimpy, 100 if normal or if attacker is player, 125 if rough)
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imul edx, eax; // Raw Damage = Raw Damage * combat difficulty setting
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mov ebx, 100;
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mov eax, edx;
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sar edx, 31;
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idiv ebx;
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mov ebx, eax; // Raw Damage = Raw Damage / 100
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mov edx, dword ptr ss:[esp + 0x28]; // Get armor DT
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mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
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call item_w_dr_adjust_; // Retrieve ammo DT
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sub edx, eax; // DT = armor DT - ammo DT
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test edx, edx; // Is DT >= 0?
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jge ejmp; // If yes, set DT = 0
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mov eax, 10;
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imul eax, edx; // Otherwise, DT = DT * 10 (note that this should be a negative value)
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jmp fjmp;
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ejmp:
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xor eax, eax;
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fjmp:
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mov edx, dword ptr ss:[esp + 0x2C]; // Get armor DR
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add edx, eax; // DR = armor DR + DT (note that DT should be less than or equal to zero)
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test edx, edx; // Is DR >= 0?
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jge gjmp;
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xor edx, edx; // If no, set DR = 0
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jmp hjmp;
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gjmp:
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cmp edx, 100; // Otherwise, is DR >= 100?
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jge ijmp; // If yes, damage will be zero, so stop calculating and go to bottom of loop
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hjmp:
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imul edx, ebx; // Otherwise, Resisted Damage = DR * Raw Damage
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mov dword ptr ss:[esp + 0x30], 100;
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mov eax, edx;
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sar edx, 31;
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idiv dword ptr ss:[esp + 0x30]; // Resisted Damage = Resisted Damage / 100
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sub ebx, eax; // Raw Damage = Raw Damage - Resisted Damage
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cjmp:
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test ebx, ebx; // Is Raw Damage <= 0?
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jle ijmp; // If yes, don't accumulate damage
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add dword ptr ds:[edi], ebx; // Otherwise, Accumulated Damage = Accumulated Damage + Raw Damage
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ijmp:
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mov eax, dword ptr ss:[esp + 0x1C]; // Get number of hits
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inc ecx; // counter += 1
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cmp ecx, eax; // Is counter < number of hits?
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jl ajmp; // If yes, go back to start of damage calcuation loop (calculate damage for next hit)
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end:
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jmp DamageFunctionReturn; // Otherwise, exit loop
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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static __declspec(naked) void MeleeDmgDisplayPrintFix_hook() {
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__asm {
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call stat_level_; // Get Melee Damage
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mov ecx, eax; // Store value
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mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
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mov eax, dword ptr ds:[_obj_dude]; // Get pointer to PC
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call perk_level_; // Get rank of Bonus HtH Damage
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shl eax, 1; // Multiply by 2
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sub ecx, eax; // Subtract from Melee Damage
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mov eax, ecx; // Move back to eax in preparation of push
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retn;
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}
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}
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static __declspec(naked) void CommonDmgRngDispFix_hook() {
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__asm {
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mov ebx, eax; // Store pointer to critter
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call stat_level_; // Get Melee Damage
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xchg ebx, eax; // Store Melee Damage value
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mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
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call perk_level_; // Get rank of Bonus HtH Damage
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shl eax, 1; // Multiply by 2
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sub ebx, eax; // Subtract from Melee Damage
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mov eax, ebx; // Move back to eax in preparation of push
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retn;
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}
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}
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static __declspec(naked) void HtHDamageFix1a_hack() {
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__asm {
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xor edx, edx;
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cmp ecx, dword ptr ds:[_obj_dude]; // Is the critter == PC?
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jnz skip; // Skip if no
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mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
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mov eax, ecx; // pointer to PC
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call perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk
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shl eax, 1; // Rank_of_Bonus_HtH_Damage_perk *= 2
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mov edx, eax; // Min_Damage = Rank_of_Bonus_HtH_Damage_perk
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skip:
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add edx, 1; // Min_Damage += 1
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retn;
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}
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}
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static __declspec(naked) void HtHDamageFix1b_hook() {
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__asm {
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call stat_level_; // Get Total_Melee_Damage
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cmp ecx, dword ptr ds:[_obj_dude]; // Is the critter == PC?
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jnz end; // Skip to exit if no
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push eax;
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mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
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mov eax, ecx; // pointer to PC
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call perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk
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shl eax, 1; // Rank_of_Bonus_HtH_Damage_perk *= 2
|
|
add dword ptr [esp + 0x24 - 0x20 + 8], eax; // Min_Damage += Rank_of_Bonus_HtH_Damage_perk
|
|
pop eax;
|
|
end:
|
|
retn;
|
|
}
|
|
}
|
|
|
|
static void __declspec(naked) DisplayBonusRangedDmg_hook() {
|
|
__asm {
|
|
mov edx, PERK_bonus_ranged_damage;
|
|
mov eax, dword ptr ds:[_stack];
|
|
call perk_level_;
|
|
shl eax, 1;
|
|
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
|
|
add dword ptr [esp + 4 * 5], eax; // max_dmg + perk bonus
|
|
jmp sprintf_;
|
|
}
|
|
}
|
|
|
|
static void __declspec(naked) DisplayBonusHtHDmg1_hook() {
|
|
__asm {
|
|
mov edx, PERK_bonus_hth_damage;
|
|
mov eax, dword ptr ds:[_stack];
|
|
call perk_level_;
|
|
shl eax, 1;
|
|
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
|
|
jmp sprintf_;
|
|
}
|
|
}
|
|
|
|
static const DWORD DisplayBonusHtHDmg2Exit = 0x472569;
|
|
static void __declspec(naked) DisplayBonusHtHDmg2_hack() {
|
|
__asm {
|
|
mov ecx, eax;
|
|
call stat_level_;
|
|
add eax, 2;
|
|
push eax; // max dmg
|
|
mov edx, PERK_bonus_hth_damage;
|
|
mov eax, ecx;
|
|
call perk_level_;
|
|
shl eax, 1;
|
|
add eax, 1;
|
|
push eax; // min dmg + bonus
|
|
mov ecx, dword ptr[esp + 0x98 + 0x4];
|
|
push ecx; // message
|
|
push 0x509EDC; // '%s %d-%d'
|
|
lea eax, [esp + 0x0C + 0x4];
|
|
push eax; // buf
|
|
call sprintf_;
|
|
add esp, 0x10 + 0x4;
|
|
jmp DisplayBonusHtHDmg2Exit;
|
|
}
|
|
}
|
|
|
|
void AmmoModInit() {
|
|
if (formula = GetPrivateProfileIntA("Misc", "DamageFormula", 0, ini)) {
|
|
switch (formula) {
|
|
case 1:
|
|
case 2:
|
|
MakeJump(0x424995, DamageGlovz);
|
|
break;
|
|
/*case 3:
|
|
MakeJump(0x424995, DamageFunction3);
|
|
break;
|
|
case 4:
|
|
MakeJump(0x424995, DamageFunction4);
|
|
break;*/
|
|
case 5:
|
|
MakeJump(0x424995, DamageYAAM);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int BonusHtHDmgFix = GetPrivateProfileIntA("Misc", "BonusHtHDamageFix", 1, ini);
|
|
int DisplayBonusDmg = GetPrivateProfileIntA("Misc", "DisplayBonusDamage", 0, ini);
|
|
if (BonusHtHDmgFix) {
|
|
dlog("Applying Bonus HtH Damage Perk fix.", DL_INIT);
|
|
if (!DisplayBonusDmg) { // Subtract damage from perk bonus (vanilla displaying)
|
|
HookCall(0x435C0C, MeleeDmgDisplayPrintFix_hook); // DisplayFix (ListDrvdStats_)
|
|
HookCall(0x439921, MeleeDmgDisplayPrintFix_hook); // PrintFix (Save_as_ASCII_)
|
|
HookCall(0x472266, CommonDmgRngDispFix_hook); // MeleeWeap (display_stats_)
|
|
HookCall(0x472546, CommonDmgRngDispFix_hook); // Unarmed (display_stats_)
|
|
}
|
|
MakeCall(0x478492, HtHDamageFix1a_hack); // Unarmed (item_w_damage_)
|
|
HookCall(0x47854C, HtHDamageFix1b_hook); // MeleeWeap (item_w_damage_)
|
|
dlogr(" Done", DL_INIT);
|
|
}
|
|
|
|
if (DisplayBonusDmg) {
|
|
dlog("Applying Display Bonus Damage patch.", DL_INIT);
|
|
HookCall(0x4722DD, DisplayBonusRangedDmg_hook); // display_stats_
|
|
if (BonusHtHDmgFix) {
|
|
HookCall(0x472309, DisplayBonusHtHDmg1_hook); // display_stats_
|
|
MakeJump(0x472546, DisplayBonusHtHDmg2_hack); // display_stats_
|
|
}
|
|
dlogr(" Done", DL_INIT);
|
|
}
|
|
}
|