mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
-tweaked ai turning in green a little bit to make them look for noises in green (mostly for snipers)
-enabled tunnel vision attribute on readied weapons (previously only worked on attachments, and non-weapon items) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@338 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
|
||||
#else
|
||||
|
||||
//RELEASE BUILD VERSION
|
||||
INT16 zVersionLabel[256] = { L"Release v1.13.336" };
|
||||
INT16 zVersionLabel[256] = { L"Release v1.13.338" };
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
INT8 czVersionNumber[16] = { "Build 06.07.08" };
|
||||
INT8 czVersionNumber[16] = { "Build 06.07.09" };
|
||||
INT16 zTrackingNumber[16] = { L"Z" };
|
||||
|
||||
|
||||
|
||||
+4
-1
@@ -6504,9 +6504,12 @@ UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
|
||||
// Snap: check only attachments on a raised weapon!
|
||||
if ( WeaponReady(pSoldier) )
|
||||
{
|
||||
if ( IsWeapon(pSoldier->inv[HANDPOS].usItem) ) //if not a weapon, then it was added already above
|
||||
bns += Item[pSoldier->inv[HANDPOS].usItem].percenttunnelvision;
|
||||
|
||||
for (int i=0; i < MAX_ATTACHMENTS; i++)
|
||||
{
|
||||
bns += Item[pSoldier->inv[HANDPOS].usAttachItem[i]].percenttunnelvision ;
|
||||
bns += Item[pSoldier->inv[HANDPOS].usAttachItem[i]].percenttunnelvision;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1212,7 +1212,19 @@ DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: Snipers like to raise
|
||||
}
|
||||
else
|
||||
{
|
||||
pSoldier->usActionData = (UINT16)Random(8);
|
||||
INT32 iNoiseValue;
|
||||
BOOLEAN fClimb;
|
||||
BOOLEAN fReachable;
|
||||
INT16 sNoiseGridNo = MostImportantNoiseHeard(pSoldier,&iNoiseValue, &fClimb, &fReachable);
|
||||
UINT8 ubNoiseDir;
|
||||
|
||||
if (sNoiseGridNo != NOWHERE)
|
||||
ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo));
|
||||
|
||||
if ( sNoiseGridNo != NOWHERE && pSoldier->bDirection != ubNoiseDir )
|
||||
pSoldier->usActionData = ubNoiseDir;
|
||||
else
|
||||
pSoldier->usActionData = (UINT16)PreRandom(8);
|
||||
}
|
||||
} while (pSoldier->usActionData == pSoldier->bDirection);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user