diff Player.cpp @ 1693:861ede68187a

Player::_48DCF6 renamed to Player::ReceiveSpecialAttackEffect, some case reordering, fixing getting only disease3 instead of disease1 and ignoring disease2 and 3, uSpecialAttack to uSpecialAttackType, uSpecialAttackType to uSpecialAttackLevel
author Grumpy7
date Sun, 22 Sep 2013 10:04:00 +0200
parents 92732b6fc196
children 5ead2688a227
line wrap: on
line diff
--- a/Player.cpp	Sun Sep 22 09:36:38 2013 +0200
+++ b/Player.cpp	Sun Sep 22 10:04:00 2013 +0200
@@ -2470,6 +2470,18 @@
         return 1;
         break;
       case 9:
+        SetCondition(Condition_Disease1, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case 10:
+        SetCondition(Condition_Disease2, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case 11:
         SetCondition(Condition_Disease3, 1);
         pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
         pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
@@ -7493,10 +7505,10 @@
         }
       }
       if ( !(dword_6BE368_debug_settings_2 & 0x10)
-        && actorPtr->pMonsterInfo.uSpecialAttack
-        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackType )
-      {
-        playerPtr->_48DCF6(actorPtr->pMonsterInfo.uSpecialAttack, actorPtr);
+        && actorPtr->pMonsterInfo.uSpecialAttackType
+        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
+      {
+        playerPtr->_48DCF6(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
       }
     }
     if ( !pParty->bTurnBasedModeOn )
@@ -7684,10 +7696,10 @@
       }
       if ( !element
         && !(dword_6BE368_debug_settings_2 & 0x10)
-        && actorPtr->pMonsterInfo.uSpecialAttack
-        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackType )
-      {
-        playerPtr->_48DCF6(actorPtr->pMonsterInfo.uSpecialAttack, actorPtr);
+        && actorPtr->pMonsterInfo.uSpecialAttackType
+        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
+      {
+        playerPtr->_48DCF6(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
       }
       if ( !pParty->bTurnBasedModeOn )
       {