Use getStructureDamage at several places instead of manual screwing with PERCENT
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@4441 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
7dbdebe299
commit
9ec3b36697
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@ -1328,7 +1328,7 @@ renderAnimComponent( const COMPONENT_OBJECT *psObj )
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Vector2i s = {0, 0};
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Vector2i s = {0, 0};
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STRUCTURE *psStructure = (STRUCTURE*)psParentObj;
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STRUCTURE *psStructure = (STRUCTURE*)psParentObj;
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brightness = pal_SetBrightness(200 - (100 - PERCENT(psStructure->body, structureBody(psStructure))));
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brightness = pal_SetBrightness(200 - 100 * getStructureDamage(psStructure));
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pie_RotateProject( &zero, &s );
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pie_RotateProject( &zero, &s );
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psStructure->sDisplay.screenX = s.x;
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psStructure->sDisplay.screenX = s.x;
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@ -1976,7 +1976,7 @@ void renderStructure(STRUCTURE *psStructure)
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bHitByElectronic = true;
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bHitByElectronic = true;
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}
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}
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buildingBrightness = pal_SetBrightness(200 - (100 - PERCENT(psStructure->body, structureBody(psStructure))));
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buildingBrightness = pal_SetBrightness(200 - 100 * getStructureDamage(psStructure));
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/* If it's selected, then it's brighter */
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/* If it's selected, then it's brighter */
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if (psStructure->selected)
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if (psStructure->selected)
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@ -2341,7 +2341,7 @@ static BOOL renderWallSection(STRUCTURE *psStructure)
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/* Get it's x and y coordinates so we don't have to deref. struct later */
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/* Get it's x and y coordinates so we don't have to deref. struct later */
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structX = psStructure->pos.x;
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structX = psStructure->pos.x;
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structY = psStructure->pos.y;
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structY = psStructure->pos.y;
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buildingBrightness = pal_SetBrightness(200 - (100 - PERCENT(psStructure->body, structureBody(psStructure))));
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buildingBrightness = pal_SetBrightness(200 - 100 * getStructureDamage(psStructure));
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if(psStructure->selected)
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if(psStructure->selected)
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{
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{
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@ -2659,7 +2659,7 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
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break;
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break;
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case OBJ_STRUCTURE:
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case OBJ_STRUCTURE:
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psStruct = (STRUCTURE *)psObj;
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psStruct = (STRUCTURE *)psObj;
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damLevel = PERCENT(psStruct->body, structureBody(psStruct));
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damLevel = (1. - getStructureDamage(psStruct)) * 100;
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scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
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scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
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scrY += scale * 10 - 1;
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scrY += scale * 10 - 1;
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scrR = scale * 20;
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scrR = scale * 20;
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@ -2757,7 +2757,7 @@ static void drawStructureSelections( void )
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else
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else
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{
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{
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//show body points
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//show body points
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health = PERCENT(psStruct->body, structureBody(psStruct));
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health = (1. - getStructureDamage(psStruct)) * 100;
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}
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}
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if(health>100) health =100;
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if(health>100) health =100;
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@ -2790,7 +2790,7 @@ static void drawStructureSelections( void )
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scrX = psStruct->sDisplay.screenX;
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scrX = psStruct->sDisplay.screenX;
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scrY = psStruct->sDisplay.screenY + (scale*10);
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scrY = psStruct->sDisplay.screenY + (scale*10);
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scrR = width;
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scrR = width;
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health = PERCENT(psStruct->currentBuildPts ,
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health = PERCENT(psStruct->currentBuildPts ,
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psStruct->pStructureType->buildPoints);
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psStruct->pStructureType->buildPoints);
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if (health >= 100)
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if (health >= 100)
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{
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{
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@ -2868,7 +2868,7 @@ static void drawStructureSelections( void )
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else
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else
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{
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{
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//show body points
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//show body points
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health = PERCENT(psStruct->body, structureBody(psStruct));
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health = (1. - getStructureDamage(psStruct)) * 100;
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}
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}
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if (health > REPAIRLEV_HIGH)
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if (health > REPAIRLEV_HIGH)
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{
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{
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