-ammo weights affected by # bullets remaining

-added code to support urban, desert and snow camo

2 issues:

1. Need to test this to make sure it works, since I'm at work.  I'll test it all out tonight.

2. There is no Snow terrain type.  Anyone have any great ideas on how to test for it?

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-08-03 23:55:44 +00:00
parent 99fc73ae55
commit 13a8319fbb
16 changed files with 305 additions and 57 deletions
+33 -3
View File
@@ -700,11 +700,26 @@ BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse )
{
bBodyTypePalette = 0;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_CAMMO_PALETTE )
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\camo.COL" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\urban.col" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\desert.col" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\snow.col" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_STEALTH_PALETTE )
{
strcpy( zColFilename, "ANIMS\\stealth.col" );
@@ -795,14 +810,29 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
int urban = pSoldier->urbanCamo + pSoldier->wornUrbanCamo;
int jungle = pSoldier->bCamo + pSoldier->wornCamo;
int desert = pSoldier->desertCamo + pSoldier->wornDesertCamo;
int snow = pSoldier->snowCamo + pSoldier->wornSnowCamo;
int total = urban + jungle + desert + snow;
if ( GetWornStealth(pSoldier) >= 50 )
{
Corpse.usFlags |= ROTTING_CORPSE_USE_STEALTH_PALETTE;
}
else if ( pSoldier->bCamo >= 50 )
else if ( total >= 50 )
{
Corpse.usFlags |= ROTTING_CORPSE_USE_CAMMO_PALETTE;
// display camo depending on which is higher
if ( jungle >= urban && jungle >= desert && jungle >= snow )
Corpse.usFlags |= ROTTING_CORPSE_USE_CAMO_PALETTE;
else if ( urban >= jungle && urban >= desert && urban >= snow )
Corpse.usFlags |= ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE;
else if ( desert >= urban && desert >= jungle && desert >= snow )
Corpse.usFlags |= ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE;
else if ( snow >= urban && snow >= desert && snow >= jungle )
Corpse.usFlags |= ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE;
}
// Determine corpse type!
ubType = (UINT8)gubAnimSurfaceCorpseID[ pSoldier->ubBodyType][ pSoldier->usAnimState ];