- bugfix for scrolling items on BR mail order screen

- bugfix for display errors on empty lines on BR mail order screen
- externalized noise threshold for silenced shots to Ja2_Options.ini (MAX_PERCENT_NOISE_SILENCED_SOUND)
- updated version numbers

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6484 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-13 12:30:25 +00:00
parent c5873e956d
commit 1f6a7be646
8 changed files with 65 additions and 22 deletions
+1 -1
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@@ -5768,7 +5768,7 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
{
// Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ pObj->usItem ].ubAttackVolume <= 10 )
if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ pObj->usItem ].ubAttackVolume <= 10 )
{
INT32 uiSound;
+1 -1
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@@ -406,7 +406,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
{
// Switch on silencer...
INT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usedGun ].ubAttackVolume <= 10 )
if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usedGun ].ubAttackVolume <= 10 )
{
INT32 uiSound;
+4 -4
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@@ -1812,7 +1812,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// IF we are silenced?
noisefactor = GetPercentNoiseVolume( pObjAttHand );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
// Pick sound file baed on how many bullets we are going to fire...
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire );
@@ -1869,7 +1869,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
// Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObjAttHand );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
INT32 uiSound;
@@ -2390,7 +2390,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// IF we are silenced?
UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
// Pick sound file baed on how many bullets we are going to fire...
sprintf( zBurstString, gzBurstSndStrings[ Weapon[ usUBItem ].sSilencedBurstSound ], bShotsToFire );
@@ -2447,7 +2447,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
// Switch on silencer...
UINT16 noisefactor = GetPercentNoiseVolume( pObjUsed );
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ usUBItem ].ubAttackVolume <= 10 )
if( noisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[ usUBItem ].ubAttackVolume <= 10 )
{
INT32 uiSound;
+2 -1
View File
@@ -47,7 +47,8 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
#define SOLID_SLUG_RANGE_BONUS 65
#define DUCKBILL_RANGE_BONUS 40
#define MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND 50 //35 silversurfer changed that to make sound suppressors always play the silenced sound
// silversurfer: externalized this to gGameExternalOptions.gubMaxPercentNoiseSilencedSound
//#define MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND 35
// JA2 GOLD: for weapons and attachments, give penalties only for status values below 85
#define WEAPON_STATUS_MOD( x ) ( (x) >= 85 ? 100 : (((x) * 100) / 85) )