- added Captain J's coverage armor mod

- updated some German strings

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@568 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-09-27 20:20:08 +00:00
parent e19cdd915d
commit 137e12d6b4
8 changed files with 23 additions and 3 deletions
+2
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@@ -535,6 +535,8 @@ void LoadGameExternalOptions()
// Kaiden: Vehicle Inventory change - Added INI file Option VEHICLE_INVENTORY
gGameExternalOptions.fVehicleInventory = iniReader.ReadBoolean("JA2 Gameplay Settings", "VEHICLE_INVENTORY", TRUE);
gGameExternalOptions.fEnableArmorCoverage = iniReader.ReadBoolean("JA2 Tactical Settings", "ENABLE_ARMOR_COVERAGE", FALSE); // ShadoWarrior for Captain J's armor coverage
// ShadoWarrior: Tooltip changes (start)
gGameExternalOptions.ubSoldierTooltipDetailLevel = iniReader.ReadInteger("JA2 Tactical Settings", "SOLDIER_TOOLTIP_DETAIL_LEVEL", 1);
+2
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@@ -348,6 +348,8 @@ typedef struct
BOOLEAN fEnableAllWeaponCaches;
BOOLEAN fEnableAllTerrorists;
BOOLEAN fEnableArmorCoverage; // ShadoWarrior for Captain J's armor coverage
// ShadoWarrior: Tooltip changes (start)
UINT8 ubSoldierTooltipDetailLevel;
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.564" };
INT16 zVersionLabel[256] = { L"Release v1.13.568" };
#endif
BIN
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+5
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@@ -991,6 +991,7 @@ INT32 ArmourPercent( SOLDIERTYPE * pSoldier )
}
else
{
iVest = 65 * iVest / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
}
}
else
@@ -1003,6 +1004,7 @@ INT32 ArmourPercent( SOLDIERTYPE * pSoldier )
iHelmet = EffectiveArmour( &(pSoldier->inv[HELMETPOS]) );
iDivideValue = ( Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubCoverage );
// WANNE: Just to be on the save side
if (iDivideValue > 0)
{
// convert to % of best; ignoring bug-treated stuff
@@ -1010,6 +1012,7 @@ INT32 ArmourPercent( SOLDIERTYPE * pSoldier )
}
else
{
iHelmet = 15 * iHelmet / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
}
}
else
@@ -1022,6 +1025,7 @@ INT32 ArmourPercent( SOLDIERTYPE * pSoldier )
iLeg = EffectiveArmour( &(pSoldier->inv[LEGPOS]) );
iDivideValue = ( Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection * Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubCoverage );
// WANNE: Just to be on the save side
if (iDivideValue > 0)
{
// convert to % of best; ignoring bug-treated stuff
@@ -1029,6 +1033,7 @@ INT32 ArmourPercent( SOLDIERTYPE * pSoldier )
}
else
{
iLeg = 25 * iLeg / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
}
}
else
+1
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@@ -286,6 +286,7 @@ typedef struct
{
UINT8 ubArmourClass;
UINT16 ubProtection;
UINT8 ubCoverage; // Captain J
UINT8 ubDegradePercent;
UINT32 uiIndex;
} ARMOURTYPE;
+10
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@@ -86,6 +86,7 @@ armourStartElementHandle(void *userData, const char *name, const char **atts)
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "ubArmourClass") == 0 ||
strcmp(name, "ubProtection") == 0 ||
strcmp(name, "ubCoverage") == 0 ||
strcmp(name, "ubDegradePercent") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
@@ -148,6 +149,14 @@ armourEndElementHandle(void *userData, const char *name)
pData->curElement = ELEMENT;
pData->curArmour.ubProtection = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "ubCoverage") == 0)
{
pData->curElement = ELEMENT;
if ( gGameExternalOptions.fEnableArmorCoverage )
pData->curArmour.ubCoverage = (UINT8) atol(pData->szCharData);
else
pData->curArmour.ubCoverage = 100;
}
else if(strcmp(name, "ubDegradePercent") == 0)
{
pData->curElement = ELEMENT;
@@ -248,6 +257,7 @@ BOOLEAN WriteArmourStats()
FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt );
FilePrintf(hFile,"\t\t<ubArmourClass>%d</ubArmourClass>\r\n", Armour[cnt].ubArmourClass );
FilePrintf(hFile,"\t\t<ubProtection>%d</ubProtection>\r\n", Armour[cnt].ubProtection );
FilePrintf(hFile,"\t\t<ubCoverage>%d</ubCoverage>\r\n", Armour[cnt].ubCoverage );
FilePrintf(hFile,"\t\t<ubDegradePercent>%d</ubDegradePercent>\r\n", Armour[cnt].ubDegradePercent );
FilePrintf(hFile,"\t</ARMOUR>\r\n");
+2 -2
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@@ -288,8 +288,8 @@ UINT16 Message[][STRING_LENGTH] =
L"Wenn Sie zu Skyriders Heli wollen, müssen Sie Söldner einem FAHRZEUG/HELIKOPTER ZUWEISEN.",
L"%s hat nur Zeit, EINE Waffe zu laden",
L"Spielzug Bloodcats",
L"automatisch",
L"nicht komplett automatisch",
L"Dauerfeuer",
L"kein Dauerfeuer",
L"genau",
L"ungenau",
L"kein Einzelschuss",