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synced 2026-07-22 13:40:22 +02:00
WARNING: I haven't tested these changes yet, since I'm still at work :p I'll be testing them and making updates as needed tonight.
- updated breaklight effect to use the radius and duration values from Explosives.xml - updated tracer bullet lighting effect (will probably require more tweaking) - updated AI - when trapped in gas in Insane the AI goes nuts instead of getting scared. AI in all levels is more likely to use autofire over burst/single fire when in gas (panicking). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@190 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -138,20 +138,7 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
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if ( uiFlags & ANITILE_LIGHT )
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{
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if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
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{
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if( ( pNewAniNode->lightSprite=LightSpriteCreate("L-R03.LHT", 0 ) )!=(-1))
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{
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LightSpritePower(pNewAniNode->lightSprite, TRUE);
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{
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INT16 sXPos, sYPos;
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ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
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LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
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}
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}
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}
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pNewAniNode->lightSprite = NewLightEffect(sGridNo, 1, 0);
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}
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if ( ( uiFlags & ANITILE_CACHEDTILE ) )
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@@ -381,7 +368,7 @@ void DeleteAniTile( ANITILE *pAniTile )
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break;
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}
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if ( pAniNode->uiFlags & ANITILE_LIGHT && ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
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if ( pAniNode->uiFlags & ANITILE_LIGHT && pAniNode->lightSprite != NULL )
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{
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LightSpriteDestroy(pAniNode->lightSprite);
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}
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@@ -614,10 +601,10 @@ void UpdateAniTiles( )
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}
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else
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{
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//if ( pNode->uiFlags & ANITILE_LIGHT )
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//{
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// LightSpriteDestroy(pNode->lightSprite);
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//}
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if ( pNode->uiFlags & ANITILE_LIGHT && pNode->lightSprite != NULL )
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{
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LightSpriteDestroy(pNode->lightSprite);
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}
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// Delete from world!
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DeleteAniTile( pNode );
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