-added underslung/attached GLs to AI inventory and enabled AI to use them :)

-rewrote the AI sniper code to take advantage of readying weapons.  Added new SNIPER order for soldiers that's assigned when a soldier has a sniper rifle (80% chance) or a scope (40% chance).
-spreadsheet update

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@216 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-10 07:22:16 +00:00
parent 005a424314
commit 008e216b17
14 changed files with 334 additions and 210 deletions
+5 -1
View File
@@ -1534,7 +1534,11 @@ void ChooseSpecialWeaponsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8
// CreateItem( 298, (INT8)(50 + Random( 51 )), &Object );
// PlaceObjectInSoldierCreateStruct( pp, &Object );
if (fGrenadeLauncher)
if ( IsGrenadeLauncherAttached(&pp->Inv[HANDPOS]) ) //Madd: if there's a grenade launcher attached to the gun, then use that instead of giving him another one
{
itemGrenadeLauncher = GetAttachedGrenadeLauncher(&pp->Inv[HANDPOS]);
}
else if (fGrenadeLauncher)
{
itemGrenadeLauncher = PickARandomItem ( GRENADELAUNCHER );
// give grenade launcher