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
+42 -12
View File
@@ -7,13 +7,13 @@
// Defines
// #######################################################
#define MAX_ANIMATIONS 350 //!!!!!ddd added 30 new animations
#define MAX_ANIMATIONS 400 //!!!!!ddd added 30 new animations // SANDRO - added 50 more
#define MAX_FRAMES_PER_ANIM 100
#define MAX_RANDOM_ANIMS_PER_BODYTYPE 8
#define MAX_RANDOM_ANIMS_PER_BODYTYPE 10
#define RANDOM_ANIM_NOTHINGINHAND 0
#define RANDOM_ANIM_RIFLEINHAND 1
#define RANDOM_ANIM_IRRELEVENTINHAND 2
#define RANDOM_ANIM_NOTHINGINHAND 0
#define RANDOM_ANIM_RIFLEINHAND 1
#define RANDOM_ANIM_IRRELEVENTINHAND 2
#define RANDOM_ANIM_SOUND 250
@@ -23,6 +23,7 @@
#define RANDOM_ANIM_FIRSTBIGMERC 0x04
#define RANDOM_ANIM_INJURED 0x08
#define RANDOM_ANIM_DRUNK 0x10
#define RANDOM_ANIM_LOOKAROUND 0x20
#define INJURED_CHANGE_THREASHOLD 30
@@ -75,8 +76,9 @@
#define ANIM_UPDATEMOVEMENTMODE 0x10000000
#define ANIM_FIRE 0x20000000
#define ANIM_BREATH 0x40000000
#define ANIM_IGNOREHITFINISH 0x80000000
// SANDRO - this flag is not assigned to any animation, so I am taking it for the hip fire feature
//#define ANIM_IGNOREHITFINISH 0x80000000
#define ANIM_ALT_WEAPON_HOLDING 0x80000000
//ANIMATION HEIGHT VALUES
#define ANIM_STAND 6
@@ -242,7 +244,6 @@ enum AnimationStates
STAB,
CROUCH_STAB,
START_AID,
GIVING_AID,
END_AID,
@@ -563,12 +564,10 @@ enum AnimationStates
THROW_KNIFE_SP_BM,
RUNNING_W_PISTOL,
SIDE_STEP_PISTOL_RDY,
SIDE_STEP_RIFLE_RDY,
SIDE_STEP_WEAPON_RDY,
SIDE_STEP_DUAL_RDY,
WALKING_PISTOL_RDY,
WALKING_RIFLE_RDY,
WALKING_WEAPON_RDY,
WALKING_DUAL_RDY,
START_AID_PRN,
@@ -577,7 +576,38 @@ enum AnimationStates
ADJACENT_GET_ITEM_CROUCHED,
STEAL_ITEM_CROUCHED,
BURST_DUAL_STAND,
BURST_DUAL_CROUCH,
BURST_DUAL_PRONE,
READY_ALTERNATIVE_STAND,
AIM_ALTERNATIVE_STAND,
SHOOT_ALTERNATIVE_STAND,
BURST_ALTERNATIVE_STAND,
LOW_SHOT_ALTERNATIVE_STAND,
LOW_BURST_ALTERNATIVE_STAND,
UNREADY_ALTERNATIVE_STAND,
UNJAM_ALTERNATIVE_STAND,
LOW_UNJAM_ALTERNATIVE_STAND,
WALKING_ALTERNATIVE_RDY,
SIDE_STEP_ALTERNATIVE_RDY,
START_COWER_CROUCHED,
END_COWER_CROUCHED,
START_COWER_PRONE,
COWERING_PRONE,
END_COWER_PRONE,
BIGMERC_IDLE_NECK2,
FOCUSED_PUNCH,
FOCUSED_STAB,
HTH_KICK,
FOCUSED_HTH_KICK,
LONG_JUMP,
NUMANIMATIONSTATES
};