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 -7
View File
@@ -284,6 +284,16 @@ enum
NUM_DAMAGABLE_STATS,
};
// SANDRO - this is for determining what stance to go back after being hit
enum
{
NO_SPEC_STANCE_AFTER_HIT,
GO_TO_AIM_AFTER_HIT,
GO_TO_ALTERNATIVE_AIM_AFTER_HIT,
GO_TO_HTH_BREATH_AFTER_HIT,
GO_TO_COWERING_AFTER_HIT,
};
// vehicle/human path structure
struct path
{
@@ -556,7 +566,7 @@ public:
INT8 bTurningFromPronePosition;
BOOLEAN fDontChargeReadyAPs;
BOOLEAN fPrevInWater;
BOOLEAN fGoBackToAimAfterHit;
INT8 bGoBackToAimAfterHit;
BOOLEAN fForceRenderColor;
BOOLEAN fForceNoRenderPaletteCycle;
BOOLEAN fStopPendingNextTile;
@@ -877,11 +887,11 @@ public:
INT8 bTargetCubeLevel;
INT32 sLastTarget;
// HEADROCK HAM 4: the muzzle offset of the shooter's previous bullet. (NCTH)
FLOAT dPrevMuzzleOffsetX;
FLOAT dPrevMuzzleOffsetY;
FLOAT dPrevMuzzleOffsetX[2];
FLOAT dPrevMuzzleOffsetY[2];
// HEADROCK HAM 4: Two more values. These record the shooter's previous Counter Force applied on the gun.
FLOAT dPrevCounterForceX;
FLOAT dPrevCounterForceY;
FLOAT dPrevCounterForceX[2];
FLOAT dPrevCounterForceY[2];
// CHRISL: Track initial offsets for autofire
FLOAT dInitialMuzzleOffsetX;
FLOAT dInitialMuzzleOffsetY;
@@ -1392,16 +1402,20 @@ public:
BOOLEAN SoldierReadyWeapon( INT16 sTargetXPos, INT16 sTargetYPos, BOOLEAN fEndReady );
BOOLEAN SoldierReadyWeapon( INT16 sTargetXPos, INT16 sTargetYPos, BOOLEAN fEndReady, BOOLEAN fRaiseToHipOnly );
BOOLEAN SoldierReadyWeapon( void );
BOOLEAN InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady );
BOOLEAN InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady, BOOLEAN fRaiseToHipOnly );
BOOLEAN CheckSoldierHitRoof( void );
BOOLEAN CheckForBreathCollapse( void );
BOOLEAN PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate );
BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
BOOLEAN IsValidSecondHandShot( void );
BOOLEAN IsValidSecondHandBurst( void );
BOOLEAN IsValidSecondHandShotForReloadingPurposes( void );
BOOLEAN IsValidAlternativeFireMode( INT16 bAimTime, INT32 iTrgGridNo );
BOOLEAN IsValidShotFromHip( INT16 bAimTime, INT32 iTrgGridNo );
BOOLEAN IsValidPistolFastShot( INT16 bAimTime, INT32 iTrgGridNo );
BOOLEAN SoldierCarriesTwoHandedWeapon( void );
void SoldierInventoryCoolDown( void ); // Flugente: Cool down/decay all items in inventory
BOOLEAN IsWeaponMounted( void ); // determine if we receive a bonus for mounting our weapon on something
@@ -1560,6 +1574,8 @@ UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHighe
UINT16 NumberOfDamagedStats( SOLDIERTYPE * pSoldier );
UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundredths );
BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType );
BOOLEAN AIDecideHipOrShoulderStance( SOLDIERTYPE * pSoldier, INT32 iGridNo );
BOOLEAN DecideAltAnimForBigMerc( SOLDIERTYPE * pSoldier );
//typedef struct
class OLDSOLDIERTYPE_101