Difference between revisions of "Talk:GetThreatRatio"

151 bytes added ,  18:41, 12 July 2022
m
Line 4: Line 4:
* If ''estimated_dps'' is less than or equal to zero, then it is set to the result of calling ''float Actor::Subroutine006A93D0()'', used to estimate the DPS (damage per second) the actor is capable of inflicting.
* If ''estimated_dps'' is less than or equal to zero, then it is set to the result of calling ''float Actor::Subroutine006A93D0()'', used to estimate the DPS (damage per second) the actor is capable of inflicting.
* Let ''a = GMST::fArmorScalingFactor'' * the actor's current ''Damage Resist'' actor value / 100.
* Let ''a = GMST::fArmorScalingFactor'' * the actor's current ''Damage Resist'' actor value / 100.
* Let ''b'' equal the result of calling ''float Actor::Unk_E6()'' on the actor.
* Let ''b'' equal the result of calling ''float Actor::Unk_E6()'' on the actor. This function appears to just return zero immediately, so ''b = 0''.
* ''b += a''
* ''b += a''
* If ''b'' is less than 0.99, set it to 0.99.
* If ''b'' is greater than 0.99, set it to 0.99.
* Let ''c'' equal the actor's current ''Health'' actor value divided by ''(1.0 - b)''.
* Let ''c'' equal the actor's current ''Health'' actor value divided by ''(1.0 - b)''.
* The threat level is ''estimated_dps * c''.
* The threat level is ''estimated_dps * c''.
Line 159: Line 159:
   return result * GMST::fCombatDPSBowSpeedMult;
   return result * GMST::fCombatDPSBowSpeedMult;
}</source>
}</source>
=== Actor::Unk_E6 ===
Intended functionality unknown. It always returns zero.
53

edits