bug fixes from Overhaul:

- Data type changes 
- Templates removed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2007-05-09 13:16:37 +00:00
parent 61d6152ce5
commit 0530b53b9c
256 changed files with 2000 additions and 2228 deletions
+6 -6
View File
@@ -787,7 +787,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// ATE; Reduce it due to animation being stopped...
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - Burst animation ended") );
ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
ReduceAttackBusyCount( pSoldier->ubID, FALSE );
if ( CheckForImproperFireGunEnd( pSoldier ) )
@@ -1630,21 +1630,21 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( Random( 100 ) < 10 )
{
// Play sound
PlayJA2SampleFromFile( (STR8) pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
else
{
// Play sound
PlayJA2SampleFromFile( (STR8)pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
else
{
// Play sound
PlayJA2SampleFromFile( (STR8)pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
else
@@ -2480,13 +2480,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// code: freeup attcker
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., CODE FROM ANIMATION %s ( %d )", gAnimControl[ pSoldier->usAnimState ].zAnimStr, pSoldier->usAnimState ) );
ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
ReduceAttackBusyCount( pSoldier->ubID, FALSE );
// ATE: Here, reduce again if creaturequeen tentical attack...
if ( pSoldier->usAnimState == QUEEN_SWIPE )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count for end of queen swipe\n" ) );
ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
ReduceAttackBusyCount( pSoldier->ubID, FALSE );
}
break;