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const int CHARACTER_POINTS_PER_LEVEL[2] = { 10, 1 }; | |
const int CHARACTER_POINTS_PER_BONUS[2] = { 0, 1 }; | |
const int LEVELS_PER_CHARACTER_POINT_BONUS[2] = { 1, 5 }; | |
const int CHARACTER_POINT_LEVEL_THRESHOLDS[2] = { 10, 1 }; | |
const int CHARACTER_POINT_BONUS_PER_THRESHOLD[2] = { 5, 0 }; | |
CGPlayer_C player = ClntObjMgrObjectPtr(ClntObjMgrGetActivePlayer()); | |
if ( player ) | |
{ | |
bool ishuman = player->m_unit->race == 1; | |
int newlevel = result; // packet[0] | |
for(int i = 0; i < 2; i++) // 0 = Talent Points, 1 = Skill Points | |
{ | |
player->characterPoints[i] += CHARACTER_POINTS_PER_LEVEL[i]; | |
if ( ishuman && (newlevel % LEVELS_PER_CHARACTER_POINT_BONUS[i]) == 0 ) | |
player->characterPoints[i] += CHARACTER_POINTS_PER_BONUS[i]; | |
bonuspoints = CHARACTER_POINT_BONUS_PER_THRESHOLD[i]; | |
if ( bonuspoints ) | |
player->characterPoints[i] += bonuspoints * (newlevel / CHARACTER_POINT_LEVEL_THRESHOLDS[i]); | |
} | |
} |
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