Sandro's feature pack (by Sandro)

- Dual Burst/Autofire Enabled
- Alternative Weapon Holding (firing from hip + pistol with one hand)
- Energy Cost on Weapon Manipulation (holding it shouldered, firing)
- Suppression Effectiveness Modified by Caliber and Gun Loudness
- No Enemy Auto-ready Weapon Option
- Fancy Big Merc Rifle Holding Animations
- More Random Idle Animations
- Kick in HtH Implemented
- Jumping Implemented
- (Included Fix for IIS with Martial Arts Bonus)
- further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884
- you also need the latest GameDir files!


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-08-14 12:19:57 +00:00
parent a61d724335
commit 21dd880240
66 changed files with 4276 additions and 1288 deletions
+8
View File
@@ -1750,6 +1750,14 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
buffer += sizeof(FLOAT);
buffer += sizeof(FLOAT);
}
// SANDRO: my attempt at making older save games compatible (usually fails, dunno why)
// with dual bursts, dPrevMuzzleOffsetX,dPrevMuzzleOffsetY,dPrevCounterForceX,dPrevCounterForceY was made dPrevMuzzleOffsetX[2], etc.
if(guiCurrentSaveGameVersion < DUAL_BURST_ADDED) {
buffer += sizeof(FLOAT);
buffer += sizeof(FLOAT);
buffer += sizeof(FLOAT);
buffer += sizeof(FLOAT);
}
if(guiCurrentSaveGameVersion >= NCTH_AUTOFIRE_UPDATE){
numBytesRead = ReadFieldByField(hFile, &this->dInitialMuzzleOffsetX, sizeof(dInitialMuzzleOffsetX), sizeof(FLOAT), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->dInitialMuzzleOffsetY, sizeof(dInitialMuzzleOffsetY), sizeof(FLOAT), numBytesRead);