- fixed buggy ArmorFactor behavior when set to a value other than 1.0

This commit is contained in:
Blue Shadow 2019-08-02 15:10:06 +03:00 committed by drfrag
parent 070dde2e2b
commit 80c561a056

View file

@ -40,6 +40,23 @@ class Armor : Inventory
Inventory.PickupSound "misc/armor_pkup";
+INVENTORY.ISARMOR
}
int GetSaveAmount ()
{
if (self is 'BasicArmorBonus')
{
let armor = BasicArmorBonus(self);
return !armor.bIgnoreSkill ? int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor)) : armor.SaveAmount;
}
if (self is 'BasicArmorPickup')
{
let armor = BasicArmorPickup(self);
return !armor.bIgnoreSkill ? int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor)) : armor.SaveAmount;
}
return 0;
}
}
//===========================================================================
@ -132,19 +149,6 @@ class BasicArmor : Armor
// You shouldn't be picking up BasicArmor anyway.
return true;
}
if (!item.bIgnoreSkill)
{
if (item is "BasicArmorBonus")
{
let armor = BasicArmorBonus(item);
armor.SaveAmount = int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
}
else if (item is "BasicArmorPickup")
{
let armor = BasicArmorPickup(item);
armor.SaveAmount = int(armor.SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
}
}
return false;
}
@ -263,12 +267,6 @@ class BasicArmorBonus : Armor
override Inventory CreateCopy (Actor other)
{
let copy = BasicArmorBonus(Super.CreateCopy (other));
if (!bIgnoreSkill)
{
SaveAmount = int(SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
}
copy.SavePercent = SavePercent;
copy.SaveAmount = SaveAmount;
copy.MaxSaveAmount = MaxSaveAmount;
@ -309,7 +307,7 @@ class BasicArmorBonus : Armor
result = true;
}
int saveAmount = min(SaveAmount, MaxSaveAmount);
int saveAmount = min(GetSaveAmount(), MaxSaveAmount);
if (saveAmount <= 0)
{ // If it can't give you anything, it's as good as used.
@ -383,12 +381,6 @@ class BasicArmorPickup : Armor
override Inventory CreateCopy (Actor other)
{
let copy = BasicArmorPickup(Super.CreateCopy (other));
if (!bIgnoreSkill)
{
SaveAmount = int(SaveAmount * G_SkillPropertyFloat(SKILLP_ArmorFactor));
}
copy.SavePercent = SavePercent;
copy.SaveAmount = SaveAmount;
copy.MaxAbsorb = MaxAbsorb;
@ -410,6 +402,7 @@ class BasicArmorPickup : Armor
override bool Use (bool pickup)
{
int SaveAmount = GetSaveAmount();
let armor = BasicArmor(Owner.FindInventory("BasicArmor"));
// This should really never happen but let's be prepared for a broken inventory.