int CChar::NPC_GetWeaponUseScore( CItem * pWeapon ) { ADDTOCALLSTACK("CChar::NPC_GetWeaponUseScore"); // How good would i be at this weapon ? SKILL_TYPE skill; if ( !pWeapon ) skill = SKILL_WRESTLING; else { // Is it a weapon ? skill = pWeapon->Weapon_GetSkill(); if ( skill == SKILL_WRESTLING ) return( 0 ); // I can't equip this anyhow. if ( CanEquipLayer( pWeapon, LAYER_QTY, NULL, true ) == LAYER_NONE ) return( 0 ); // How much damage could i do with this ? } int iDmg = Fight_CalcDamage( pWeapon ); int iSkillLevel = Skill_GetAdjusted( skill ); return( iSkillLevel + iDmg * 50 ); }
int CChar::NPC_GetWeaponUseScore(CItem *pWeapon) { ADDTOCALLSTACK("CChar::NPC_GetWeaponUseScore"); // How good would i be at this weapon ? SKILL_TYPE skill = SKILL_WRESTLING; if ( pWeapon ) { skill = pWeapon->Weapon_GetSkill(); if ( skill == SKILL_WRESTLING ) return 0; if ( CanEquipLayer(pWeapon, LAYER_QTY, NULL, true) == LAYER_NONE ) // I can't equip this return 0; } return Skill_GetAdjusted(skill) + Fight_CalcDamage(pWeapon) * 50; }