mirror of
https://github.com/sfall-team/sfall.git
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Changed OverrideArtCacheSize to set the art cache size to 261. Fixed typo in ddraw.ini.
528 lines
26 KiB
C++
528 lines
26 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 "..\FalloutEngine\Fallout2.h"
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#include "..\Logging.h"
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#include "Unarmed.h"
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#include "..\Game\stats.h"
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#include "DamageMod.h"
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namespace sfall
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{
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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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static long ammoY, ammoX, ammoDRM;
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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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test ebx, ebx; // compare the number of hits to 0
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jle end; // exit
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critter's weapon
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call fo::funcoffs::item_w_dam_div_; // get the ammoY value
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mov ammoY, eax; // store to the variable for later use
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test eax, eax; // compare the ammoY value to 0
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jg setAmX; // if the ammoY value is greater than 0 then goto setAmX
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mov ammoY, 1; // set the ammoY value to 1
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setAmX:
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critter's weapon
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call fo::funcoffs::item_w_dam_mult_; // get the ammoX value
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mov ammoX, eax; // store to the variable for later use
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test eax, eax; // compare the ammoX value to 0
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jg setAmDRM; // if the ammoX value is greater than 0 then goto setAmDRM
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mov ammoX, 1; // set the ammoX value to 1
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setAmDRM:
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mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critter's weapon
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call fo::funcoffs::item_w_dr_adjust_; // get the ammoDRM value
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mov ammoDRM, eax; // store to the variable for later use
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test eax, eax; // compare the ammoDRM value to 0
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jle begin; // if the ammoDRM value is less than or equal to 0 then goto begin
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neg eax; // subtract ammoDRM value from 0
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mov ammoDRM, eax; // set new ammoDRM value
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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 + 0x4]; // get the hit mode of weapon being used by the attacker
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mov eax, dword ptr ds:[esi]; // get pointer to critter attacking
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call fo::funcoffs::item_w_damage_; // get the raw damage value
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add eax, dword ptr ss:[esp + 0x18]; // add the bonus ranged damage value to the RD value
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test eax, eax; // 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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test edx, edx; // 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, ammoY; // get the ammoY value
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aJmp:
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xor ebp, ebp; // clear value
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cmp edx, eax; // compare the dividend value to the divisor value
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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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shl edx, 1; // multiply dividend value by 2
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cmp edx, eax; // compare the dividend value to the divisor value
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jle setZero; // if the dividend value is less than or equal to the divisor value then goto setZero
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jmp setOne; // if the dividend value is greater than the divisor value then goto setOne
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grThan:
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mov ebp, eax; // assign the divisor value
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mov eax, edx; // assign the dividend value
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cdq; // prepare for signed division
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idiv ebp; // perform signed integer division
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test edx, edx; // compare the remainder value to 0
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jz endDiv; // if the remainder value is equal to 0 then goto endDiv
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shl edx, 1; // multiply the remainder value by 2
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cmp edx, ebp; // compare the remainder value to the divisor value
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jl endDiv; // if the remainder value is less than the divisor value then goto endDiv
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jg addOne; // if the remainder value is greater than the divisor value then goto addOne
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test al, 1; // check if the quotient value is even or odd
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jz endDiv; // if the quotient value is even 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 (added for v5.1 tweak)
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je divSeven; // goto divSeven
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sub ebx, eax; // subtract the new armorDT value from the ND value
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test ebx, ebx; // compare the ND value to 0
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jle noDamageJmp; // goto noDamageJmp
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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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test edx, edx; // 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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jmp cAltJmp; // goto cAltJmp (skip duplicate instructions)
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cJmp:
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mov edx, dword ptr ss:[esp + 0x2C]; // get the armorDR value
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test edx, edx; // 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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cAltJmp:
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mov eax, dword ptr ss:[esp + 0x20]; // get the Combat Difficulty (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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add edx, ammoDRM; // add the ammoDRM value to the armorDR value
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mov eax, ammoX; // get the ammoX value
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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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cmp eax, 100; // compare the armorDR value to 100
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jge noDamageJmp; // if the armorDR value is greater than or equal to 100 then goto noDamageJmp
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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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test ebx, ebx; // compare the ND value to 0
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jle noDamageJmp; // goto noDamageJmp
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jmp eJmp; // goto eJmp
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dJmp:
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mov eax, ammoX; // 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, ammoY; // 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, ammoY; // 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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mov eax, dword ptr ss:[esp + 0x24]; // get the Critical Multiplier (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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je 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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test ebx, ebx; // compare the ND value to 0
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jle noDamageJmp; // goto noDamageJmp
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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 v1.1a by Haenlomal 2010.05.13
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static __declspec(naked) void DamageYAAM() {
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static long ammoDT;
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__asm {
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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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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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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 fo::funcoffs::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 fo::funcoffs::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 dword ptr ss:[esp + 0x24], edx; // Store Damage Multiplier
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mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
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call fo::funcoffs::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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mov ammoDT, eax; // Store to the variable for later use
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ajmp: // Start of damage calculation loop
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mov edx, dword ptr ds:[esi + 0x4]; // Get hit mode of weapon being used by attacker
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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 fo::funcoffs::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, ammoDT; // Retrieve ammo DT
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sub edx, eax; // DT = armor DT - ammo DT
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mov dword ptr ss:[esp + 0x30], edx; // Store DT
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test edx, edx; // Is DT <= 0?
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jle bjmp; // If yes, skip the next instruction
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sub ebx, edx; // Raw Damage = Raw Damage - DT
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bjmp:
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test ebx, ebx; // Is Raw Damage <= 0?
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jle ijmp; // 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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jz djmp; // If yes, avoid divide by zero error
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mov eax, ebx;
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cdq;
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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 eax, ebx;
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cdq;
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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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cdq;
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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 + 0x30]; // Get stored DT
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test edx, edx; // Is DT >= 0?
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jns 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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cmp edx, 100; // 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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test edx, edx; // Otherwise, is DR >= 0?
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jns hjmp;
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xor edx, edx; // If no, set DR = 0
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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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cdq;
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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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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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// Display melee damage w/o PERK_bonus_hth_damage bonus
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static __declspec(naked) void MeleeDmgDisplayPrintFix_hook() {
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using namespace fo;
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__asm {
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mov ecx, eax; // Store pointer to critter
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call fo::funcoffs::stat_level_; // Get Melee Damage
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xchg ecx, 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 fo::funcoffs::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 edx, STAT_melee_dmg;
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mov eax, ds:[FO_VAR_obj_dude]; // Get pointer to PC
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call fo::funcoffs::stat_get_base_; // Get Melee Damage w/o bonuses
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cmp ecx, eax; // HtH Damage vs Base Melee Damage
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cmovg 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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// Display max melee damage w/o PERK_bonus_hth_damage bonus
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static __declspec(naked) void CommonDmgRngDispFix_hook() {
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using namespace fo;
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__asm {
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mov ebx, eax; // Store pointer to critter
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call fo::funcoffs::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 fo::funcoffs::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 edx, STAT_melee_dmg;
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mov eax, ds:[FO_VAR_stack];
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call fo::funcoffs::stat_get_base_; // Get Melee Damage w/o bonuses
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cmp ebx, eax; // HtH Damage vs Base Melee Damage
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cmovg 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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/*
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static __declspec(naked) void HtHDamageFix1a_hack() {
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using namespace fo;
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__asm {
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cmp ecx, dword ptr ds:[FO_VAR_obj_dude]; // Is the critter == PC?
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je fix; // Skip if no
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mov edx, 1; // Min_Damage = 1
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retn;
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fix:
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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 fo::funcoffs::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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lea edx, [eax + 1]; // Min_Damage = 1 + Rank_of_Bonus_HtH_Damage_perk
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retn;
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}
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}
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*/
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static __declspec(naked) void HtHDamageFix1b_hook() {
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using namespace fo;
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__asm {
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|
call fo::funcoffs::stat_level_; // Get Total_Melee_Damage
|
|
cmp ecx, dword ptr ds:[FO_VAR_obj_dude]; // Is the critter == PC?
|
|
je fix; // Skip to exit if no
|
|
retn;
|
|
fix:
|
|
push eax;
|
|
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
|
|
mov eax, ecx; // pointer to PC
|
|
call fo::funcoffs::perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk
|
|
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;
|
|
retn;
|
|
}
|
|
}
|
|
|
|
static void __declspec(naked) DisplayBonusRangedDmg_hook() {
|
|
using namespace fo;
|
|
__asm {
|
|
mov edx, PERK_bonus_ranged_damage;
|
|
mov eax, dword ptr ds:[FO_VAR_stack];
|
|
call fo::funcoffs::perk_level_;
|
|
shl eax, 1; // Multiply by 2
|
|
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
|
|
add dword ptr [esp + 4 * 5], eax; // max_dmg + perk bonus
|
|
jmp fo::funcoffs::sprintf_;
|
|
}
|
|
}
|
|
|
|
static void __declspec(naked) DisplayBonusHtHDmg1_hook() {
|
|
using namespace fo;
|
|
__asm {
|
|
mov edx, PERK_bonus_hth_damage;
|
|
mov eax, dword ptr ds:[FO_VAR_stack];
|
|
call fo::funcoffs::perk_level_;
|
|
shl eax, 1; // Multiply by 2
|
|
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
|
|
jmp fo::funcoffs::sprintf_;
|
|
}
|
|
}
|
|
|
|
static bool bonusHtHDamageFix = true;
|
|
static bool displayBonusDamage = false;
|
|
|
|
static long __fastcall GetHtHDamage(fo::GameObject* source, long &meleeDmg, long handOffset) {
|
|
long min, max;
|
|
|
|
fo::AttackType hit = Unarmed_GetStoredHitMode((handOffset == 0) ? fo::HandSlot::Left : fo::HandSlot::Right);
|
|
long bonus = Unarmed_GetDamage(hit, min, max);
|
|
meleeDmg += max + bonus;
|
|
|
|
long perkBonus = game::Stats::perk_level(source, fo::Perk::PERK_bonus_hth_damage) << 1;
|
|
if (!displayBonusDamage) meleeDmg -= perkBonus;
|
|
if (displayBonusDamage && bonusHtHDamageFix) min += perkBonus;
|
|
|
|
return min + bonus;
|
|
}
|
|
|
|
static const char* __fastcall GetHtHName(long handOffset) {
|
|
fo::AttackType hit = Unarmed_GetStoredHitMode((handOffset == 0) ? fo::HandSlot::Left : fo::HandSlot::Right);
|
|
return Unarmed_GetName(hit);
|
|
}
|
|
|
|
static void __declspec(naked) DisplayBonusHtHDmg2_hack() {
|
|
static const DWORD DisplayBonusHtHDmg2Exit = 0x47254F;
|
|
static const DWORD DisplayBonusHtHDmg2Exit2 = 0x472556;
|
|
__asm {
|
|
mov ecx, eax;
|
|
call fo::funcoffs::stat_level_; // get STAT_melee_dmg
|
|
push eax; // max dmg (meleeDmg)
|
|
mov edx, esp; // meleeDmg ref
|
|
push edi; // handOffset
|
|
call GetHtHDamage;
|
|
push eax; // min dmg
|
|
mov ecx, edi;
|
|
call GetHtHName;
|
|
test eax, eax;
|
|
jnz customName;
|
|
jmp DisplayBonusHtHDmg2Exit;
|
|
customName:
|
|
jmp DisplayBonusHtHDmg2Exit2;
|
|
}
|
|
}
|
|
|
|
long DamageMod_GetHtHMinDamageBonus(fo::GameObject* source) {
|
|
return (bonusHtHDamageFix)
|
|
? game::Stats::perk_level(source, fo::Perk::PERK_bonus_hth_damage) << 1 // Multiply by 2
|
|
: 0;
|
|
}
|
|
|
|
void DamageMod_Init() {
|
|
if (formula = GetConfigInt("Misc", "DamageFormula", 0)) {
|
|
switch (formula) {
|
|
case 1:
|
|
case 2:
|
|
MakeJump(0x424995, DamageGlovz);
|
|
break;
|
|
case 5:
|
|
MakeJump(0x424995, DamageYAAM);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bonusHtHDamageFix = GetConfigInt("Misc", "BonusHtHDamageFix", 1) != 0;
|
|
displayBonusDamage = GetConfigInt("Misc", "DisplayBonusDamage", 0) != 0;
|
|
|
|
if (bonusHtHDamageFix) {
|
|
dlog("Applying Bonus HtH Damage Perk fix.", DL_INIT);
|
|
// Subtract damage from perk bonus (vanilla displaying)
|
|
if (!displayBonusDamage) {
|
|
const DWORD meleeDmgDispPrtAddr[] = {
|
|
0x435C0C, // DisplayFix (ListDrvdStats_)
|
|
0x439921 // PrintFix (Save_as_ASCII_)
|
|
};
|
|
HookCalls(MeleeDmgDisplayPrintFix_hook, meleeDmgDispPrtAddr);
|
|
const DWORD commonDmgRngDispAddr[] = {
|
|
0x472266, // MeleeWeap (display_stats_)
|
|
//0x472546 // Unarmed (display_stats_)
|
|
};
|
|
HookCalls(CommonDmgRngDispFix_hook, commonDmgRngDispAddr);
|
|
}
|
|
//MakeCall(0x478492, HtHDamageFix1a_hack); // Unarmed (item_w_damage_)
|
|
HookCall(0x47854C, HtHDamageFix1b_hook); // MeleeWeap (item_w_damage_)
|
|
dlogr(" Done", DL_INIT);
|
|
}
|
|
|
|
if (displayBonusDamage) {
|
|
dlog("Applying Display Bonus Damage patch.", DL_INIT);
|
|
HookCall(0x4722DD, DisplayBonusRangedDmg_hook); // display_stats_
|
|
if (bonusHtHDamageFix) {
|
|
HookCall(0x472309, DisplayBonusHtHDmg1_hook); // MeleeWeap (display_stats_)
|
|
}
|
|
dlogr(" Done", DL_INIT);
|
|
}
|
|
|
|
// Display the actual damage values of unarmed attacks (display_stats_ hacks)
|
|
MakeJump(0x472546, DisplayBonusHtHDmg2_hack);
|
|
SafeWrite32(0x472558, 0x509EDC); // fmt: '%s %d-%d'
|
|
SafeWrite8(0x472552, 0x98 + 4);
|
|
SafeWrite8(0x47255F, 0x0C + 4);
|
|
SafeWrite8(0x472568, 0x10 + 4);
|
|
}
|
|
|
|
}
|