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author | Paul Gilbert | 2018-03-10 07:08:05 -0500 |
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committer | Paul Gilbert | 2018-03-10 07:08:05 -0500 |
commit | 44ea691154db466fe9a07addea302e7fa5b24cab (patch) | |
tree | 0573ec47fc020263779ddcfd96ee9f1a5d6f79ca /engines/xeen/combat.cpp | |
parent | aaf954e5d46e9f9664aec00d4bc6df94a582d1c2 (diff) | |
download | scummvm-rg350-44ea691154db466fe9a07addea302e7fa5b24cab.tar.gz scummvm-rg350-44ea691154db466fe9a07addea302e7fa5b24cab.tar.bz2 scummvm-rg350-44ea691154db466fe9a07addea302e7fa5b24cab.zip |
XEEN: Cleanup and comments for Combat class
Diffstat (limited to 'engines/xeen/combat.cpp')
-rw-r--r-- | engines/xeen/combat.cpp | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/engines/xeen/combat.cpp b/engines/xeen/combat.cpp index 94d31bd3b7..35283f2866 100644 --- a/engines/xeen/combat.cpp +++ b/engines/xeen/combat.cpp @@ -1678,25 +1678,26 @@ void Combat::getWeaponDamage(Character &c, RangeType rangeType) { _hitChanceBonus = 0; for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) { + XeenItem &weapon = c._weapons[idx]; bool flag; if (rangeType) { - flag = c._weapons[idx]._frame == 4; + flag = weapon._frame == 4; } else { - flag = c._weapons[idx]._frame == 1 || c._weapons[idx]._frame == 13; + flag = weapon._frame == 1 || weapon._frame == 13; } if (flag) { - if (!(c._weapons[idx]._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED))) { - _attackWeapon = &c._weapons[idx]; + if (!(weapon._bonusFlags & (ITEMFLAG_BROKEN | ITEMFLAG_CURSED))) { + _attackWeapon = &weapon; - if (c._weapons[idx]._material >= 37 && c._weapons[idx]._material < 59) { - _hitChanceBonus = Res.METAL_DAMAGE_PERCENT[c._weapons[idx]._material - 37]; - _weaponDamage = Res.METAL_DAMAGE[c._weapons[idx]._material - 37]; + if (weapon._material >= 37 && weapon._material < 59) { + _hitChanceBonus = Res.METAL_DAMAGE_PERCENT[weapon._material - 37]; + _weaponDamage = Res.METAL_DAMAGE[weapon._material - 37]; } } _hitChanceBonus += party._heroism; - _attackWeaponId = c._weapons[idx]._id; + _attackWeaponId = weapon._id; _weaponDice = Res.WEAPON_DAMAGE_BASE[_attackWeaponId]; _weaponDie = Res.WEAPON_DAMAGE_MULTIPLIER[_attackWeaponId]; |