**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+9 -9
View File
@@ -49,15 +49,15 @@ class OBJECTTYPE;
class SOLDIERTYPE;
INT16 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
INT32 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
SOLDIERTYPE *gpKillerSoldier = NULL;
INT16 gsGridNo;
INT32 gsGridNo;
INT8 gbLevel;
// This function checks if our statue exists in the current sector at given gridno
BOOLEAN DoesO3SectorStatueExistHere( INT16 sGridNo )
BOOLEAN DoesO3SectorStatueExistHere( INT32 sGridNo )
{
INT32 cnt;
EXITGRID ExitGrid;
@@ -116,7 +116,7 @@ void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
ExitGrid.ubGotoSectorX = 3;
ExitGrid.ubGotoSectorY = MAP_ROW_O;
ExitGrid.ubGotoSectorZ = 1;
ExitGrid.sGridNo = 13037;
ExitGrid.usGridNo = 13037;
AddExitGridToWorld( 13669, &ExitGrid );
gpWorldLevelData[ 13669 ].uiFlags |= MAPELEMENT_REVEALED;
@@ -143,7 +143,7 @@ void DeidrannaTimerCallback( void )
}
void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
gpKillerSoldier = pKillerSoldier;
gsGridNo = sGridNo;
@@ -160,7 +160,7 @@ void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8
}
void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
@@ -251,7 +251,7 @@ void DoneFadeOutKilledQueen( void )
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = 5687;
pSoldier->usStrategicInsertionData = 5687;//dnl!!!
// Set direction to face....
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
}
@@ -403,7 +403,7 @@ void QueenBitchTimerCallback( void )
}
void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
@@ -449,7 +449,7 @@ void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT
}
void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;