Technical support > Feature Requests

Bleeding wounds

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Crystan:

--- Quote from: Mattn on May 12, 2012, 06:20:32 pm ---we are waiting for bleeding wounds ;)

--- End quote ---

That sounds a little bit awkward :D

DarkRain:
While working on my patch the following part of the code catched my attention:

In AI_SearchBestTarget() (g_ai.cpp):

--- Code: ---501                         /* take into account armour */
502                         if (CONTAINER(check, gi.csi->idArmour)) {
503                                 ad = CONTAINER(check, gi.csi->idArmour)->item.t;
504                                 dmg *= 1.0 - ad->protection[ad->dmgtype] * 0.01;
Note: I'm pretty sure that this should be fd->dmgweight instead here ^

--- End code ---

I don't think that the objDef for an armour is meant to have a damage type, in any case it could be fd->obj->dmgtype for the weapon's damage type, but the armour's?

Mattn:
you are right - please post a patch that we can give the credits to you ;)

DarkRain:
Patch attached, I'll post it in the patch tracker if needed when I'm back home later

Ok, I moved the patch to the tracker.

DarkRain:
Hmm...
Seems that each time I go to test my recent modification of this patch I find some new bug... and I haven't yet got to the bugs that I'm no doubt introducing with my changes:

When I made the medikit have limited ammo, I stumbled on bug #3322633...
I try to test the new fire mode for revitalizing stunned actors, and I'm hit with bug #3510632...
That's out of the way, but now:
Did you know that it is currently impossible to shoot (and thus use the medikit on) a stunned actor?
*mumble mumble mumble*

I'm starting to understand why the others that tried this disappeared...
(Just kidding)

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