Java 11.0.2 migration (#32)

* Code compiles - execution NOT tested

* updating gitignore

* Removed intellij settings files

* Removed more intellij files

* Added exclusion for JDK classes.

* Fixed purchasing script for vendors that have listed coin types.

* Updated script to not kick off until the entire preload is complete.

* adds static name entry for Solo movie poster and tcg9 vendor entry

* clean up empty and orphaned object templates

* adds placeholder black market (static) spawns

* corrects entries for the video game table to correctly set it in tcg series 2 and remove series 1 console errors

* Updated gitignore and removed intellij project files

* Fixed appearance reference for thranta payroll and kashyyyk door, added skipLosCheck objvar due to cannit see issue. Requires updated src

* Fixed appearance and template for terminal (#2)

* Fixed appearance and template for terminal (#3)

* Fixed appearance and template for terminal (#4)

* Deleted another faulty/orphaned object template

* Fixed gcw ranks option on frog. Only issue is that it doesn't award the officer commands or badges.

* Fixed some unneeded java 11 changes
This commit is contained in:
Tekaoh
2019-04-18 18:31:52 -05:00
committed by GitHub
parent a4298e618f
commit 5c2e112349
1815 changed files with 36918 additions and 49649 deletions
@@ -802,7 +802,7 @@ public class combat_engine
else if (attackVal < stepDir) stepDir = -1.0f;
float toHitChance = combat_consts.baseToHit;
int maxStep = (int)Math.ceil((combat_consts.baseToHit - combat_consts.minToHit)/combat_consts.toHitStep);
int maxStep = (int) 6.0;
for (int i = 1; i < maxStep; i++)
{
if ((attackVal * stepDir) > i)
@@ -1058,8 +1058,8 @@ public class combat_engine
float dist = 0.5f + (attackVal / combat_consts.damageScale);
//damage = random.distributedRand(weapon.minDamage, weapon.maxDamage, dist);
// TEMP HACK - Test with fixed damage results based on attackval
if (dist < 0f) dist = 0f;
if (dist > 1f) dist = 1f;
if (dist < 0.0f) dist = 0.0f;
if (dist > 1.0f) dist = 1.0f;
damage = (int)(weapon.minDamage + ((weapon.maxDamage - weapon.minDamage) * dist));
}
break;