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
+23 -19
View File
@@ -3539,11 +3539,13 @@ if(!GridNoOnVisibleWorldTile(iDestination))
ubAPCost += APBPConstants[AP_MODIFIER_RUN];
//ubAPCost = (INT16)(DOUBLE)( (sTileCost / RUNDIVISOR) ); break;
break;
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
ubAPCost += APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY]; //WALKCOST);
break;
case WALKING_ALTERNATIVE_RDY:
ubAPCost += APBPConstants[AP_MODIFIER_WALK]; //WALKCOST);
break;
case WALKING:
ubAPCost += APBPConstants[AP_MODIFIER_WALK]; //WALKCOST);
if (!(s->MercInWater()) && ( (gAnimControl[ s->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ s->usAnimState ].uiFlags & ANIM_FIRE ) ))
@@ -3584,17 +3586,17 @@ if(!GridNoOnVisibleWorldTile(iDestination))
{
case RUNNING:
case WALKING :
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
// Here pessimistically assume the path will continue after hopping the fence
ubAPCost += GetAPsCrouch( s, TRUE ); // SANDRO - changed
ubAPCost += GetAPsCrouch( s, TRUE );
break;
case SWATTING:
// Add cost to stand once there BEFORE jumping....
ubAPCost += GetAPsCrouch( s, TRUE ); // SANDRO - changed
ubAPCost += GetAPsCrouch( s, TRUE );
break;
case CRAWLING:
@@ -3609,11 +3611,11 @@ if(!GridNoOnVisibleWorldTile(iDestination))
{
case RUNNING:
case WALKING :
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
// charge crouch APs for ducking head!
ubAPCost += GetAPsCrouch( s, TRUE ); // SANDRO - changed
ubAPCost += GetAPsCrouch( s, TRUE );
break;
default:
@@ -3622,7 +3624,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
}
else if (fGoingThroughDoor)
{
ubAPCost += GetAPsToOpenDoor( s ); // changed by SANDRO
ubAPCost += GetAPsToOpenDoor( s );
fGoingThroughDoor = FALSE;
}
@@ -4477,15 +4479,15 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
{
case RUNNING:
case WALKING :
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
// Add here cost to go from crouch to stand AFTER fence hop....
// Since it's AFTER.. make sure we will be moving after jump...
if ( ( iCnt + 2 ) < iLastGrid )
{
sExtraCostStand += GetAPsCrouch(pSold, TRUE); // changed by SANDRO
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
// ATE: if running, charge extra point to srart again
if ( usMovementModeToUseForAPs== RUNNING )
@@ -4500,7 +4502,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
case SWATTING:
// Add cost to stand once there BEFORE....
sExtraCostSwat += GetAPsCrouch(pSold, TRUE); // changed by SANDRO
sExtraCostSwat += GetAPsCrouch(pSold, TRUE);
sPoints = sPoints + sExtraCostSwat;
break;
@@ -4521,11 +4523,11 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
{
case RUNNING:
case WALKING :
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY :
// charge crouch APs for ducking head!
sExtraCostStand += GetAPsCrouch(pSold, TRUE); // changed by SANDRO
sExtraCostStand += GetAPsCrouch(pSold, TRUE);
break;
default:
@@ -4553,8 +4555,10 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
}
break;
case WALKING_PISTOL_RDY:
case WALKING_RIFLE_RDY:
case WALKING_ALTERNATIVE_RDY :
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK];
break;
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
break;