Die passende Sourcestelle dazu ist das:
Code:
int CMover::CalcDefenseNPC( CMover* pAttacker, DWORD dwAtkFlags )
{
float fDefense = 0.0f;
MoverProp* pProp = GetProp();
if( dwAtkFlags & AF_MAGIC )
{
fDefense = pProp->dwResisMgic / 7.0f + 1;
}
else
{
ASSERT( (dwAtkFlags & AF_MELEESKILL) == AF_MELEESKILL );
fDefense = pProp->dwNaturalArmor / 7.0f + 1;
}
return (int)fDefense;
}






