Commit 64d5cd17 authored by Capostrophic's avatar Capostrophic

Move werewolf silver damage mult applying into a new function

parent 808b8ce8
......@@ -308,6 +308,7 @@ namespace MWClass
{
damage = attack[0] + ((attack[1]-attack[0])*attackStrength);
MWMechanics::adjustWeaponDamage(damage, weapon, ptr);
MWMechanics::applyWerewolfDamageMult(victim, weapon, damage);
MWMechanics::resistNormalWeapon(victim, ptr, weapon, damage);
MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr);
}
......
......@@ -621,6 +621,7 @@ namespace MWClass
}
MWMechanics::adjustWeaponDamage(damage, weapon, ptr);
resisted = MWMechanics::resistNormalWeapon(victim, ptr, weapon, damage);
MWMechanics::applyWerewolfDamageMult(victim, weapon, damage);
MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr);
healthdmg = true;
}
......
......@@ -163,25 +163,30 @@ namespace MWMechanics
bool resistNormalWeapon(const MWWorld::Ptr &actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr &weapon, float &damage)
{
if (damage == 0)
if (damage == 0 || weapon.isEmpty() || !isNormalWeapon(weapon))
return false;
if (isNormalWeapon(weapon))
{
const MWMechanics::MagicEffects& effects = actor.getClass().getCreatureStats(actor).getMagicEffects();
const float resistance = effects.get(ESM::MagicEffect::ResistNormalWeapons).getMagnitude() / 100.f;
const float weakness = effects.get(ESM::MagicEffect::WeaknessToNormalWeapons).getMagnitude() / 100.f;
damage *= 1.f - std::min(1.f, resistance-weakness);
}
const MWMechanics::MagicEffects& effects = actor.getClass().getCreatureStats(actor).getMagicEffects();
const float resistance = effects.get(ESM::MagicEffect::ResistNormalWeapons).getMagnitude() / 100.f;
const float weakness = effects.get(ESM::MagicEffect::WeaknessToNormalWeapons).getMagnitude() / 100.f;
if ((weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Silver)
&& actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
damage *= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWereWolfSilverWeaponDamageMult")->mValue.getFloat();
damage *= 1.f - std::min(1.f, resistance-weakness);
return (damage == 0);
}
void applyWerewolfDamageMult(const MWWorld::Ptr &actor, const MWWorld::Ptr &weapon, float &damage)
{
if (damage == 0 || weapon.isEmpty())
return;
const int &flags = weapon.get<ESM::Weapon>()->mBase->mData.mFlags;
bool isSilver = flags & ESM::Weapon::Silver;
if (isSilver && actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
damage *= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWereWolfSilverWeaponDamageMult")->mValue.getFloat();
}
void projectileHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
const osg::Vec3f& hitPosition, float attackStrength)
{
......@@ -219,6 +224,7 @@ namespace MWMechanics
adjustWeaponDamage(damage, weapon, attacker);
bool resisted = resistNormalWeapon(victim, attacker, projectile, damage);
applyWerewolfDamageMult(victim, projectile, damage);
if (attacker == getPlayer())
{
......
......@@ -18,6 +18,8 @@ bool isNormalWeapon (const MWWorld::Ptr& weapon);
/// @return was the damage fully resisted?
bool resistNormalWeapon (const MWWorld::Ptr& actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr& weapon, float& damage);
void applyWerewolfDamageMult (const MWWorld::Ptr& actor, const MWWorld::Ptr& weapon, float &damage);
/// @note for a thrown weapon, \a weapon == \a projectile, for bows/crossbows, \a projectile is the arrow/bolt
/// @note \a victim may be empty (e.g. for a hit on terrain), a non-actor (environment objects) or an actor
void projectileHit (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
......
......@@ -78,7 +78,10 @@ namespace MWMechanics
adjustWeaponDamage(rating, item, actor);
if (weapon->mData.mType != ESM::Weapon::MarksmanBow && weapon->mData.mType != ESM::Weapon::MarksmanCrossbow)
{
resistNormalWeapon(enemy, actor, item, rating);
applyWerewolfDamageMult(enemy, item, rating);
}
else if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
{
if (arrowRating <= 0.f)
......
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