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
This commit is contained in:
MaddMugsy
2006-06-08 00:14:23 +00:00
parent ea7e68297c
commit 21bc685f8d
7 changed files with 69 additions and 80 deletions
+6 -19
View File
@@ -138,20 +138,7 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
if ( uiFlags & ANITILE_LIGHT )
{
if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
{
if( ( pNewAniNode->lightSprite=LightSpriteCreate("L-R03.LHT", 0 ) )!=(-1))
{
LightSpritePower(pNewAniNode->lightSprite, TRUE);
{
INT16 sXPos, sYPos;
ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
}
}
}
pNewAniNode->lightSprite = NewLightEffect(sGridNo, 1, 0);
}
if ( ( uiFlags & ANITILE_CACHEDTILE ) )
@@ -381,7 +368,7 @@ void DeleteAniTile( ANITILE *pAniTile )
break;
}
if ( pAniNode->uiFlags & ANITILE_LIGHT && ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
if ( pAniNode->uiFlags & ANITILE_LIGHT && pAniNode->lightSprite != NULL )
{
LightSpriteDestroy(pAniNode->lightSprite);
}
@@ -614,10 +601,10 @@ void UpdateAniTiles( )
}
else
{
//if ( pNode->uiFlags & ANITILE_LIGHT )
//{
// LightSpriteDestroy(pNode->lightSprite);
//}
if ( pNode->uiFlags & ANITILE_LIGHT && pNode->lightSprite != NULL )
{
LightSpriteDestroy(pNode->lightSprite);
}
// Delete from world!
DeleteAniTile( pNode );