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
+4 -4
View File
@@ -2974,7 +2974,7 @@ void RenderSMPanel( BOOLEAN *pfDirty )
{
SetFont( TINYFONT1 );
//if ( gpSMCurrentMerc->sLastTarget != NOWHERE && !EnoughPoints( gpSMCurrentMerc, MinAPsToAttack( gpSMCurrentMerc, gpSMCurrentMerc->sLastTarget, FALSE ), 0, FALSE ) || GetUIApsToDisplay( gpSMCurrentMerc ) < 0 )
if ( !EnoughPoints( gpSMCurrentMerc, MinAPsToAttack( gpSMCurrentMerc, gpSMCurrentMerc->sLastTarget, FALSE ), 0, FALSE ) || GetUIApsToDisplay( gpSMCurrentMerc ) < 0 )
if ( !EnoughPoints( gpSMCurrentMerc, MinAPsToAttack( gpSMCurrentMerc, gpSMCurrentMerc->sLastTarget, FALSE, 0 ), 0, FALSE ) || GetUIApsToDisplay( gpSMCurrentMerc ) < 0 )
{
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKRED );
@@ -4049,9 +4049,9 @@ void SMInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if ( !InItemDescriptionBox( ) )
{
if ( _KeyDown(SHIFT) && gpItemPointer == NULL && Item[gpSMCurrentMerc->inv[ uiHandPos ].usItem].usItemClass == IC_GUN && !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) )
if ( _KeyDown(SHIFT) && gpItemPointer == NULL && Item[gpSMCurrentMerc->inv[ uiHandPos ].usItem].usItemClass == IC_GUN && (gpSMCurrentMerc->inv[ uiHandPos ])[uiHandPos]->data.gun.ubGunShotsLeft > 0 && !(Item[gpSMCurrentMerc->inv[ uiHandPos ].usItem].singleshotrocketlauncher) && !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) )
{
EmptyWeaponMagazine( &(gpSMCurrentMerc->inv[ uiHandPos ]), &gItemPointer );
EmptyWeaponMagazine( &(gpSMCurrentMerc->inv[ uiHandPos ]), &gItemPointer, uiHandPos );
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = gpSMCurrentMerc;
}
@@ -5556,7 +5556,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
SetFont( TINYFONT1 );
//if ( pSoldier->sLastTarget != NOWHERE && !EnoughPoints( pSoldier, MinAPsToAttack( pSoldier, pSoldier->sLastTarget, TRUE ), 0, FALSE ) || GetUIApsToDisplay( pSoldier ) < 0 )
if ( !EnoughPoints( pSoldier, MinAPsToAttack( pSoldier, pSoldier->sLastTarget, TRUE ), 0, FALSE ) || GetUIApsToDisplay( pSoldier ) < 0 )
if ( !EnoughPoints( pSoldier, MinAPsToAttack( pSoldier, pSoldier->sLastTarget, TRUE, 0 ), 0, FALSE ) || GetUIApsToDisplay( pSoldier ) < 0 )
{
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKRED );