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
+2 -2
View File
@@ -2024,7 +2024,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if (pSoldier && pSoldier->inv[HANDPOS].exists() == true)
{
sGridNo = pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection );
pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE );
pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE, FALSE );
}
break;
@@ -2295,7 +2295,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
{
SwapObjs( pSoldier, HANDPOS, bItemIn, TRUE );
sGridNo = pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection );
pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE );
pSoldier->SoldierReadyWeapon( (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE, FALSE );
}
// fall through so that the person faces the nearest merc!
case NPC_ACTION_TURN_TO_FACE_NEAREST_MERC: