- New feature: sector fortification allows to construct structures in sectors in a much easier way than by using amerc to build 'by hand'. Fortification nodes are in a subfolder in Profiles and can easily be altered and exchanged, even in an ongoing game.

Fully savegame compatible.
GameDir >= r2296 is recommended, but not required.
- Cleaned up cover display functions.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8094 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-03-06 12:44:57 +00:00
parent 7e7476a4ea
commit 12ae810316
36 changed files with 5175 additions and 3307 deletions
+10 -3
View File
@@ -522,10 +522,13 @@ typedef struct SECTORINFO
UINT16 usInfected; // how many people (civilians + enemy + militia) are infected in this sector? Does NOT count our mercs
FLOAT fInfectionSeverity; // mean infection rate of those infected (percentage)
UINT8 usDiseaseDoctoringDelay; // AI doctoring in this sector is delayed due to player interference
UINT8 usInfectionFlag;
UINT8 usInfectionFlag;
// Flugente: fortification
FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
INT8 bPadding[ 12 ];
INT8 bPadding[ 4 ];
}SECTORINFO;
@@ -567,7 +570,11 @@ typedef struct UNDERGROUND_SECTORINFO
UINT8 ubNumTanks;
UINT8 ubTanksInBattle;
INT8 bPadding[26];
// Flugente: fortification
FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
INT8 bPadding[16];
//no padding left!
}UNDERGROUND_SECTORINFO;