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

** 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
+6 -7
View File
@@ -206,7 +206,7 @@ void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle )
pVehicle->ubWhatKindOfMercAmI = MERC_TYPE__VEHICLE;
}
INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType )
INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType )
{
// insert this vehicle into the list
// how many vehicles are there?
@@ -310,7 +310,6 @@ INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT16 sGridNo, UINT8 ubType )
Assert( 0 );
}
// HEADROCK HAM 3.1: An INI setting allows us to turn the Hummer into a true offroad vehicle. It will use the
// "TRUCK" type movement, which allows it to go into mild non-road terrain. I wish I could come with a more
// subtle method than this crude override, but this is what I've got at the moment.
@@ -1521,7 +1520,7 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE *pVehicle;
UINT8 ubDirection;
INT16 sGridNo;
INT32 sGridNo;
// Get vehicle from soldier...
pVehicle = GetVehicleSoldierPointerFromPassenger( pSoldier );
@@ -1535,8 +1534,8 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
if ( pVehicle->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
sGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 3, pVehicle );
if ( sGridNo == NOWHERE )
if (TileIsOutOfBounds(sGridNo))
{
// ATE: BUT we need a place, widen the search
sGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 20, &ubDirection, 3, pVehicle );
@@ -1594,7 +1593,7 @@ void AddPassangersToTeamPanel( INT32 iId )
}
void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo, UINT8 ubAttackerID )
void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo, UINT8 ubAttackerID )
{
if ( ubReason != TAKE_DAMAGE_GAS )
{
@@ -1623,7 +1622,7 @@ void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT16 sGridNo
}
void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT16 sGridNo, UINT8 ubAttackerID )
void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID )
{
// check state the armor was s'posed to be in vs. the current state..the difference / orig state is % chance
// that a critical hit will occur