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; }