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/cvs/deliantra/server/server/attack.C
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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.47 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC

1088 return 0; 1088 return 0;
1089 } 1089 }
1090 1090
1091 if (dam < 0) 1091 if (dam < 0)
1092 { 1092 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1094 return 0; 1094 return 0;
1095 } 1095 }
1096 1096
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1798 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100) 1800 if (dam >= 100)
1801 dam /= 100; 1801 dam /= 100;
1802 else 1802 else
1803 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1803 dam = (dam > rndm (0, 99)) ? 1 : 0;
1804 } 1804 }
1805 1805
1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808 */ 1808 */

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