- enemy assassin feature is 'off' per default, in order not to freak out unwary new players

- spies are uncovered near corpses only if their uniforms indicate they were allies of the observer
- added helpful comments, should anyone ever want to use pits

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5756 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-01-03 01:33:29 +00:00
parent a14d8b5396
commit 058ab3b967
3 changed files with 64 additions and 3 deletions
+7
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@@ -24,6 +24,13 @@ BOOLEAN gfShowPits = FALSE;
BOOLEAN gfLoadPitsWithoutArming = FALSE;
// Flugente: while I don't really see a use to the pit mechanism at the moment, I tested it a bit. I highly recommend to use
// AddStructToHead(...) and AddObjectToHead(...) along the existing AddObjectToTail(...)-calls. Otherwise the water tiles disappear when reloading the map.
// It is also highly advisable to perform CompileWorldTerrainIDs() (but only for each relevant gridno, this needs a separate function), otherwise the water tiles
// do not behave like water tiles at all (they are still treated like normal floor tiles).
// An issue remaining for me is that after calling this function, mercs standing on new water tiles do not use the water aniamtions - one has ti move them to anothe tile, or save and reload.
// It might be useful to do SearchForOtherMembersWithinPitRadiusAndMakeThemFall() but instead reset their animations in there.
// The pit mechnism is notable for its exitgrid mechanism however, that allows painless creation of new exitgrids, and sends mercs somewhere else.
void Add3X3Pit( INT32 iMapIndex )
{
EXITGRID ExitGrid;