Technical support > Feature Requests
Bleeding wounds
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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