mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
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:
+23
-19
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user