-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
+7 -4
View File
@@ -316,6 +316,7 @@ void DeleteAniTiles( )
DeleteAniTile( pNode );
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("DeleteAniTiles done") );
}
@@ -382,7 +383,9 @@ void DeleteAniTile( ANITILE *pAniTile )
}
if ( pAniNode->uiFlags & ANITILE_LIGHT && pAniNode->lightSprite >= 0 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@1 Destroying light sprite %d", pAniNode->lightSprite) );
LightSpriteDestroy(pAniNode->lightSprite);
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@1 Light sprite destroyed") );
}
if ( ( pAniNode->uiFlags & ANITILE_CACHEDTILE ) )
@@ -453,7 +456,9 @@ void DeleteAniTile( ANITILE *pAniTile )
}
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ freeing up animation memory") );
MemFree( pAniNode );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ DeleteAniTile: done") );
return;
}
@@ -613,16 +618,13 @@ void UpdateAniTiles( )
}
else
{
if ( pNode->uiFlags & ANITILE_LIGHT && pNode->lightSprite >= 0 )
{
LightSpriteDestroy(pAniNode->lightSprite);
}
// Delete from world!
DeleteAniTile( pNode );
// Turn back on redunency checks!
gTacticalStatus.uiFlags &= (~NOHIDE_REDUNDENCY);
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UpdateAniTiles: tile deleted, flags updated - done") );
return;
}
@@ -714,6 +716,7 @@ void UpdateAniTiles( )
{
// Delete from world!
DeleteAniTile( pNode );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UpdateAniTiles: tile deleted - done") );
return;
}