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
+2 -2
View File
@@ -894,7 +894,7 @@ void StartInterrupt( void )
pTempSoldier = Squad[ iSquad ][ iCounter ];
if ( pTempSoldier && pTempSoldier->bActive && pTempSoldier->bInSector && !pTempSoldier->aiData.bMoved )
{
INT16 ubMinAPcost = MinAPsToAttack(pSoldier,pInterruptedSoldier->sGridNo,ADDTURNCOST);
INT16 ubMinAPcost = MinAPsToAttack(pSoldier,pInterruptedSoldier->sGridNo,ADDTURNCOST, 0);
// if we don't have enough APs left to shoot even a snap-shot at this guy
if (ubMinAPcost < pSoldier->bActionPoints)
{
@@ -1127,7 +1127,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
{
if ( pTempSoldier->bActive && pTempSoldier->bInSector && !pTempSoldier->aiData.bMoved && (pTempSoldier->bActionPoints == pTempSoldier->aiData.bIntStartAPs))
{
ubMinAPsToAttack = MinAPsToAttack( pTempSoldier, pTempSoldier->sLastTarget, FALSE );
ubMinAPsToAttack = MinAPsToAttack( pTempSoldier, pTempSoldier->sLastTarget, FALSE, 0 );
if ( (ubMinAPsToAttack <= pTempSoldier->bActionPoints) && (ubMinAPsToAttack > 0) )
{
pTempSoldier->aiData.bPassedLastInterrupt = TRUE;