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exe changes: - New attack busy system - Added LUA scripting and console - Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain - Fixed signedness of many grid variables used in GetMouseMapPos calls - Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure - Added checks so enemies don't try to chuck RPG grenades with their hands - Now possible to shoot a someone in the head if he's in water - Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. - Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have - Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. - Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock - Change to greatly speed up closing the sector inventory window in an unloaded sector - Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting - Added missing #includes git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@823 4f8fa57e-7814-0410-bad4-adc449f26b7c
128 KiB
128 KiB