-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:
MaddMugsy
2006-07-09 19:43:24 +00:00
parent f673236935
commit 185f154aa8
3 changed files with 19 additions and 4 deletions
+2 -2
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@@ -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
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@@ -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;
}
}
+13 -1
View File
@@ -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);