Enemy Territory

Project: Bug Fix

The objective

The goal of this project is to provide modders in the ET community with a SDK code base that contains fixes for various bugs which are present in the stock etmain game (version 2.60).

26th september 2006: Sadly bugfix 088 had a bug :-( There were 3 lines that should have been deleted for the fix to work correctly.

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Previous bug: Free look broken
Next bug: Engineers at level 3 and higher used 66% of their chargebar for landmines, its now changed to 33%

Bugfix 026 - Engineers landmine abilities are increased at level 2 instead of level 3

Problem:

The documentation state that engineers get better at setting landmines at level 3 engineering. However they were given the increase at level 2.

Solution:

Change the level in two places.

Notes:

The bug is still present in version 2.60

2.56 & 2.60 Code

ai_dmq3.c @ 737 (2.56) @ 739 (2.60) case WP_LANDMINE:
// CHRUKER: b026 - Skill should first kick in at level 3
if( skill[SK_EXPLOSIVES_AND_CONSTRUCTION] >= 3 ) { if( WC_WEAPON_TIME_LEFT < (WC_ENGINEER_TIME * 0.33f)) { return qfalse;
bg_pmove.c @ 3524 (2.56) @ 3641 (2.60) if( pm->ps->weapon == WP_LANDMINE ) {
// CHRUKER: b026 - Skill should first kick in at level 3
if( pm->skill[SK_EXPLOSIVES_AND_CONSTRUCTION] >= 3 ) { if( pm->cmd.serverTime - pm->ps->classWeaponTime < (pm->engineerChargeTime*0.33f) ) { return;

Show index
Previous bug: Free look broken
Next bug: Engineers at level 3 and higher used 66% of their chargebar for landmines, its now changed to 33%

Color coding

Sample = New code
Sample = Changed code (the new version is what is displayed)
Sample = Deleted code

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