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forked from 0ad/0ad

Handle armour differently: Instead of having a value and percents for each type, just have a different value for each type. This makes it easier to upgrade *one* type of armour at once.

This was SVN commit r4758.
This commit is contained in:
Matei 2007-01-12 16:18:20 +00:00
parent 5d3f85a7d0
commit 91db07faa2

View File

@ -886,11 +886,11 @@ function damage( dmg, inflictor )
this.lastCombatTime = getGameTime(); this.lastCombatTime = getGameTime();
// Apply armour and work out how much damage we actually take // Apply armour and work out how much damage we actually take
crushDamage = dmg.crush - arm.value * arm.crush; crushDamage = dmg.crush - arm.crush;
if ( crushDamage < 0 ) crushDamage = 0; if ( crushDamage < 0 ) crushDamage = 0;
pierceDamage = dmg.pierce - arm.value * arm.pierce; pierceDamage = dmg.pierce - arm.pierce;
if ( pierceDamage < 0 ) pierceDamage = 0; if ( pierceDamage < 0 ) pierceDamage = 0;
hackDamage = dmg.hack - arm.value * arm.hack; hackDamage = dmg.hack - arm.hack;
if ( hackDamage < 0 ) hackDamage = 0; if ( hackDamage < 0 ) hackDamage = 0;
totalDamage = parseInt(dmg.typeless + crushDamage + pierceDamage + hackDamage); totalDamage = parseInt(dmg.typeless + crushDamage + pierceDamage + hackDamage);