Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2024-11-09 13:44:53 +02:00
371 changed files with 6539 additions and 13390 deletions
+9 -9
View File
@@ -561,8 +561,7 @@ INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
}
else
{
AniParams.sX = CenterX(pCorpse->def.sGridNo);
AniParams.sY = CenterY(pCorpse->def.sGridNo);
ConvertGridNoToCenterCellXY(pCorpse->def.sGridNo, &AniParams.sX, &AniParams.sY);
}
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
@@ -1015,7 +1014,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
{
// and make sure that it really is a droppable item type
// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
if ( !(Item[ pObj->usItem ].defaultundroppable ) )
if ( !ItemIsUndroppableByDefault(pObj->usItem) )
{
ReduceAmmoDroppedByNonPlayerSoldiers( pSoldier, cnt );
//if this soldier was an enemy
@@ -1028,7 +1027,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
if (ItemIsDamageable(pObj->usItem) && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
{
// silversurfer: externalized this
//(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random(20);
@@ -1588,8 +1587,7 @@ void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
AniParams.sDelay = (INT16)( 80 );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD;
AniParams.sX = CenterX( sBaseGridNo );
AniParams.sY = CenterY( sBaseGridNo );
ConvertGridNoToCenterCellXY(sBaseGridNo, &AniParams.sX, &AniParams.sY);
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
strcpy( AniParams.zCachedFile, "TILECACHE\\GEN_BLOW.STI" );
@@ -2284,10 +2282,12 @@ BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
Corpse.ubBodyType = REGMALE;
}
INT16 sX, sY;
ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY);
Corpse.sGridNo = sGridNo;
Corpse.dXPos = CenterX(Corpse.sGridNo);
Corpse.dYPos = CenterY(Corpse.sGridNo);
Corpse.dXPos = sX;
Corpse.dYPos = sY;
Corpse.sHeightAdjustment = 0;