equal
deleted
inserted
replaced
259 else |
259 else |
260 ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01); |
260 ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01); |
261 end; |
261 end; |
262 |
262 |
263 procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource); |
263 procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource); |
264 var s: shortstring; |
264 var s: ansistring; |
265 vampDmg, tmpDmg, i: Longword; |
265 vampDmg, tmpDmg, i: Longword; |
266 vg: PVisualGear; |
266 vg: PVisualGear; |
267 begin |
267 begin |
268 if Damage = 0 then |
268 if Damage = 0 then |
269 exit; // nothing to apply |
269 exit; // nothing to apply |
284 if vampDmg >= 1 then |
284 if vampDmg >= 1 then |
285 begin |
285 begin |
286 // was considering pulsing on attack, Tiy thinks it should be permanent while in play |
286 // was considering pulsing on attack, Tiy thinks it should be permanent while in play |
287 //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric; |
287 //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric; |
288 inc(CurrentHedgehog^.Gear^.Health,vampDmg); |
288 inc(CurrentHedgehog^.Gear^.Health,vampDmg); |
289 s:= '+' + IntToStr(vampDmg); |
289 s:= IntToStr(vampDmg); |
290 AddCaption(ansistring(s), CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo); |
290 AddCaption(FormatA(trmsg[sidHealthGain], s), CurrentHedgehog^.Team^.Clan^.Color, capgrpAmmoinfo); |
291 RenderHealth(CurrentHedgehog^); |
291 RenderHealth(CurrentHedgehog^); |
292 RecountTeamHealth(CurrentHedgehog^.Team); |
292 RecountTeamHealth(CurrentHedgehog^.Team); |
293 i:= 0; |
293 i:= 0; |
294 while (i < vampDmg) and (i < 1000) do |
294 while (i < vampDmg) and (i < 1000) do |
295 begin |
295 begin |