[Add] New damage types: Ion and Radiation.
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@ -78,7 +78,11 @@ void outfit_calcDamage(double* dshield, double* darmour,
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(*dshield) = dmg*0.8;
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(*darmour) = dmg*1.2;
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break;
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defualt:
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case DAMAGE_TYPE_ION:
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(*dshield) = 0.;
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(*darmour) = dmg;
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break;
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default:
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(*dshield) = (*darmour) = 0.;
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break;
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}
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@ -218,6 +222,8 @@ const char* outfit_getTypeBroad(const Outfit* o) {
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static DamageType outfit_strToDamageType(char* buf) {
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if(strcmp(buf, "energy")==0) return DAMAGE_TYPE_ENERGY;
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else if(strcmp(buf, "kinetic")==0) return DAMAGE_TYPE_KINETIC;
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else if(strcmp(buf, "ion")==0) return DAMAGE_TYPE_ION;
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else if(strcmp(buf, "radiation")==0) return DAMAGE_TYPE_RADIATION;
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WARN("Invalid damage type: '%s'", buf);
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return DAMAGE_TYPE_NULL;
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@ -30,7 +30,9 @@ typedef enum OutfitType_ {
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typedef enum DamageType_ {
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DAMAGE_TYPE_NULL = 0,
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DAMAGE_TYPE_ENERGY = 1,
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DAMAGE_TYPE_KINETIC = 2
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DAMAGE_TYPE_KINETIC = 2,
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DAMAGE_TYPE_ION = 3,
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DAMAGE_TYPE_RADIATION = 4
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} DamageType;
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/* An outfit depends a lot on the type. */
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