/******************************************************************************* Script : cbt_ovr_weap_inc Name : Combat Override Attack Include Purpose : include script for combat override system (attack functions) Author : Quixsilver Modified : May 30, 2010 This file is licensed under the terms of the GNU GENERAL PUBLIC LICENSE (GPL) Version 2 *******************************************************************************/ /******************************** INCLUDES ************************************/ /******************************** CONSTANTS ***********************************/ const string CBT_OVR_SVAR_WEAPON_DAMAGE = "WEAPON_DAMAGE"; const string CBT_OVR_SVAR_WEAPON_DAMAGE_POWER = "WEAPON_DAMAGE_POWER"; const string CBT_OVR_SVAR_WEAPON_ARMOR_PENETRATION = "WEAPON_PENETRATION"; const string CBT_OVR_SVAR_AMMO_DAMAGE = "AMMO_DAMAGE"; const string CBT_OVR_SVAR_AMMO_DAMAGE_TYPE = "AMMO_DAMAGE_TYPE"; const string CBT_OVR_SVAR_AMMO_ARMOR_PENETRATION = "AMMO_PENETRATION"; /******************************** VARIABLES ***********************************/ struct WeaponDamageStruct { int DamageType; int DamagePower; int Damage; int ArmorPenetration; }; /*************************** FUNCTION PROTOTYPES ******************************/ // Gets oWeapon's damage struct // - WeaponDamageStruct variable: // DamageType (DAMAGE_TYPE_*) // DamagePower (DAMAGE_POWER_*) // Damage (integer) // ArmorPenetration (integer) struct WeaponDamageStruct GetWeaponDamage(object oWeapon); /************************* FUNCTION IMPLEMENTATION ****************************/ struct WeaponDamageStruct GetWeaponDamage(object oWeapon) { struct WeaponDamageStruct WeaponDamage; // testing values WeaponDamage.DamageType = DAMAGE_TYPE_PIERCING; WeaponDamage.DamagePower = DAMAGE_POWER_PLUS_TWENTY; WeaponDamage.Damage = GetLocalInt(oWeapon, CBT_OVR_SVAR_WEAPON_DAMAGE) + GetLocalInt(oWeapon, CBT_OVR_SVAR_AMMO_DAMAGE); WeaponDamage.ArmorPenetration = GetLocalInt(oWeapon, CBT_OVR_SVAR_WEAPON_ARMOR_PENETRATION) + GetLocalInt(oWeapon, CBT_OVR_SVAR_AMMO_ARMOR_PENETRATION); return WeaponDamage; }