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
+47 -6
View File
@@ -2645,6 +2645,10 @@ BOOLEAN DrawCTHIndicator()
// How many bullets are left in the gun?
UINT32 uiBulletsLeft = pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft;
if (pSoldier->IsValidSecondHandBurst())
{
uiBulletsLeft = min( (pSoldier->inv[ SECONDHANDPOS ][0]->data.gun.ubGunShotsLeft), uiBulletsLeft );
}
UINT32 uiCurBullet = uiBulletsLeft;
while( uiCurBullet > 0 )
@@ -2899,8 +2903,17 @@ BOOLEAN DrawCTHIndicator()
}
else
{
// grey empty tick
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 0, sLeft + sOffset, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
if (pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) &&
ubAllowedLevels - abs((ubAllowedLevels-(x+1))) <= GetNumberAltFireAimLevels( pSoldier, gCTHDisplay.iTargetGridNo ) )
{
// yellow empty tick
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 2, sLeft + sOffset, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
// grey empty tick
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 0, sLeft + sOffset, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
}
@@ -2911,22 +2924,50 @@ BOOLEAN DrawCTHIndicator()
INT16 sNewLeft = sLeft + (ubAimFinalOffset * (pSoldier->aiData.bShownAimTime-1));
if (gfDisplayFullCountRing)
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
// Tick on the right
sNewLeft = sLeft + (ubAimFinalOffset * (ubNumSpaces-(pSoldier->aiData.bShownAimTime-1)));
if (gfDisplayFullCountRing)
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 5, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bShownAimTime, gCTHDisplay.iTargetGridNo ) )
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 3, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiCTHImage, 1, sNewLeft, sTop, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
}