Fix hit chance calculation for Fist Weapons. Patch by krz
--HG-- branch : trunk
This commit is contained in:
+5
-1
@@ -5315,6 +5315,9 @@ bool Player::UpdateSkill(uint32 skill_id, uint32 step)
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if(!skill_id)
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if(!skill_id)
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return false;
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return false;
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if(skill_id == SKILL_FIST_WEAPONS)
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skill_id = SKILL_UNARMED;
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uint16 i=0;
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uint16 i=0;
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for (; i < PLAYER_MAX_SKILLS; i++)
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for (; i < PLAYER_MAX_SKILLS; i++)
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if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
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if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
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@@ -20352,8 +20355,9 @@ uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
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if(attType != BASE_ATTACK && !item)
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if(attType != BASE_ATTACK && !item)
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return 0;
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return 0;
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// weapon skill or (unarmed for base attack)
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// weapon skill or (unarmed for base attack and for fist weapons)
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uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
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uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
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uint32 skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED);
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return GetBaseSkillValue(skill);
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return GetBaseSkillValue(skill);
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}
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}
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