- print interrogation progress as float number

- spy selftest in pointless without disguise
- inventory explosion creates a sound

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-07-04 19:37:27 +00:00
parent 86f1a862a5
commit 09b56d534c
3 changed files with 12 additions and 3 deletions
+7 -2
View File
@@ -1625,6 +1625,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
BOOLEAN fDoIcon = FALSE;
UINT32 uiRenderBuffer;
INT16 sPtsAvailable = 0;
FLOAT bPtsAvailable = 0.0; // Flugente: sometimes, we want to display float values...
UINT16 usMaximumPts = 0;
CHAR16 sString[ 32 ];
UINT16 usTextWidth;
@@ -2415,7 +2416,8 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
case FACILITY_INTERROGATE_PRISONERS:
sIconIndex = 23;
fDoIcon = TRUE;
sPtsAvailable = (INT16)( CalculateInterrogationValue(pSoldier, &usMaximumPts )/100 );
//sPtsAvailable = (INT16)( CalculateInterrogationValue(pSoldier, &usMaximumPts )/100 );
bPtsAvailable = (FLOAT)( CalculateInterrogationValue(pSoldier, &usMaximumPts )/100.0 );
fShowNumber = TRUE;
fShowMaximum = TRUE;
break;
@@ -2450,7 +2452,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
if ( fShowMaximum )
{
swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
if ( pSoldier->bAssignment == FACILITY_INTERROGATE_PRISONERS )
swprintf( sString, L"%2.2f/%d", bPtsAvailable, usMaximumPts );
else
swprintf( sString, L"%d/%d", sPtsAvailable, usMaximumPts );
}
else
{
+2 -1
View File
@@ -5033,7 +5033,8 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
break;
case 6:
// test our disguise
gpTempSoldier->SpySelfTest();
if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
gpTempSoldier->SpySelfTest();
break;
default:
break;
+3
View File
@@ -14263,6 +14263,9 @@ void SOLDIERTYPE::InventoryExplosion( void )
INT16 breathdamage = (INT16)(500 + Random(1500));
if ( bBreath - breathdamage < 0 )
breathdamage = bBreath;
// Play sound
PlayJA2SampleFromFile( "Sounds\\Explode1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
SoldierTakeDamage( 0, damage, 0, breathdamage, TAKE_DAMAGE_EXPLOSION, this->ubID, sGridNo, 0, TRUE );