|
|
|
@ -135,6 +135,9 @@ namespace MWMechanics
|
|
|
|
|
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
|
|
|
|
|
{
|
|
|
|
|
rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
|
|
|
|
|
|
|
|
|
|
if (weapon->mData.mType >= ESM::Weapon::MarksmanThrown)
|
|
|
|
|
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
@ -145,6 +148,8 @@ namespace MWMechanics
|
|
|
|
|
rating += weapon->mData.mChop[i];
|
|
|
|
|
}
|
|
|
|
|
rating /= 6.f;
|
|
|
|
|
|
|
|
|
|
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item.getClass().hasItemHealth(item))
|
|
|
|
@ -182,6 +187,10 @@ namespace MWMechanics
|
|
|
|
|
if (skill != -1)
|
|
|
|
|
rating *= actor.getClass().getSkill(actor, skill) / 100.f;
|
|
|
|
|
|
|
|
|
|
// There is no need to apply bonus if weapon rating == 0
|
|
|
|
|
if (rating == 0.f)
|
|
|
|
|
return 0.f;
|
|
|
|
|
|
|
|
|
|
return rating + bonus;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|