Commit 96246af6 authored by Chen Bill's avatar Chen Bill

rename variable

parent 65771f21
...@@ -3325,7 +3325,7 @@ int32 field::process_damage_step(uint16 step, uint32 new_attack) { ...@@ -3325,7 +3325,7 @@ int32 field::process_damage_step(uint16 step, uint32 new_attack) {
} }
void field::calculate_battle_damage(effect** pdamchange, card** preason_card, uint8* battle_destroyed) { void field::calculate_battle_damage(effect** pdamchange, card** preason_card, uint8* battle_destroyed) {
uint32 aa = core.attacker->get_battle_attack(), ad = core.attacker->get_battle_defense(); uint32 aa = core.attacker->get_battle_attack(), ad = core.attacker->get_battle_defense();
uint32 da = 0, dd = 0, a = aa, d; uint32 da = 0, dd = 0, attacker_value = aa, defender_value;
uint8 pa = core.attacker->current.controler, pd; uint8 pa = core.attacker->current.controler, pd;
uint8 damp = 0; uint8 damp = 0;
effect* damchange = 0; effect* damchange = 0;
...@@ -3336,33 +3336,33 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui ...@@ -3336,33 +3336,33 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
if(core.attacker->is_position(POS_FACEUP_DEFENSE)) { if(core.attacker->is_position(POS_FACEUP_DEFENSE)) {
effect* defattack = core.attacker->is_affected_by_effect(EFFECT_DEFENSE_ATTACK); effect* defattack = core.attacker->is_affected_by_effect(EFFECT_DEFENSE_ATTACK);
if(defattack && defattack->get_value(core.attacker)) if(defattack && defattack->get_value(core.attacker))
a = ad; attacker_value = ad;
} }
if(core.attack_target) { if(core.attack_target) {
da = core.attack_target->get_battle_attack(); da = core.attack_target->get_battle_attack();
dd = core.attack_target->get_battle_defense(); dd = core.attack_target->get_battle_defense();
pd = core.attack_target->current.controler; pd = core.attack_target->current.controler;
if(core.attack_target->is_position(POS_ATTACK)) { if(core.attack_target->is_position(POS_ATTACK)) {
d = da; defender_value = da;
if(a > d) { if(attacker_value > defender_value) {
damp = pd; damp = pd;
core.battle_damage[damp] = a - d; core.battle_damage[damp] = attacker_value - defender_value;
reason_card = core.attacker; reason_card = core.attacker;
bd[1] = TRUE; bd[1] = TRUE;
} else if(a < d) { } else if(attacker_value < defender_value) {
damp = pa; damp = pa;
core.battle_damage[damp] = d - a; core.battle_damage[damp] = defender_value - attacker_value;
reason_card = core.attack_target; reason_card = core.attack_target;
bd[0] = TRUE; bd[0] = TRUE;
} else { } else {
if(a != 0) { if(attacker_value != 0) {
bd[0] = TRUE; bd[0] = TRUE;
bd[1] = TRUE; bd[1] = TRUE;
} }
} }
} else { } else {
d = dd; defender_value = dd;
if(a > d) { if(attacker_value > defender_value) {
effect_set eset; effect_set eset;
core.attacker->filter_effect(EFFECT_PIERCE, &eset); core.attacker->filter_effect(EFFECT_PIERCE, &eset);
if(eset.size()) { if(eset.size()) {
...@@ -3371,9 +3371,9 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui ...@@ -3371,9 +3371,9 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
for(int32 i = 0; i < eset.size(); ++i) for(int32 i = 0; i < eset.size(); ++i)
dp[1 - eset[i]->get_handler_player()] = 1; dp[1 - eset[i]->get_handler_player()] = 1;
if(dp[0]) if(dp[0])
core.battle_damage[0] = a - d; core.battle_damage[0] = attacker_value - defender_value;
if(dp[1]) if(dp[1])
core.battle_damage[1] = a - d; core.battle_damage[1] = attacker_value - defender_value;
bool double_damage = false; bool double_damage = false;
//bool half_damage = false; //bool half_damage = false;
for(int32 i = 0; i < eset.size(); ++i) { for(int32 i = 0; i < eset.size(); ++i) {
...@@ -3505,16 +3505,16 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui ...@@ -3505,16 +3505,16 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
reason_card = core.attacker; reason_card = core.attacker;
} }
bd[1] = TRUE; bd[1] = TRUE;
} else if(a < d) { } else if(attacker_value < defender_value) {
damp = pa; damp = pa;
core.battle_damage[damp] = d - a; core.battle_damage[damp] = defender_value - attacker_value;
reason_card = core.attack_target; reason_card = core.attack_target;
} }
} }
} else { } else {
if(a != 0) { if(attacker_value != 0) {
damp = 1 - pa; damp = 1 - pa;
core.battle_damage[damp] = a; core.battle_damage[damp] = attacker_value;
reason_card = core.attacker; reason_card = core.attacker;
} }
} }
......
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