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
+16 -8
View File
@@ -224,7 +224,7 @@ void ToggleTreeTops();
void ToggleZBuffer();
void TogglePlanningMode();
void SetBurstMode();
void SetScopeMode();
void SetScopeMode( INT32 usMapPos );
void ObliterateSector();
void RandomizeMercProfile();
void CreateNextCivType();
@@ -4137,10 +4137,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if ( !MercPtrs[ gusSelectedSoldier ]->MercInWater( ) && !(MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags & SOLDIER_ROBOT ) )
{
//change selected merc to run
if ( MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING && MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != RUNNING
&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_PISTOL_RDY
&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_RIFLE_RDY
&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_DUAL_RDY )
if ( MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING
&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != RUNNING
&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_WEAPON_RDY
&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_DUAL_RDY
&& MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != WALKING_ALTERNATIVE_RDY )
{
UIHandleSoldierStanceChange( (UINT8)gusSelectedSoldier, ANIM_STAND );
MercPtrs[ gusSelectedSoldier ]->flags.fUIMovementFast = 1;
@@ -4481,7 +4482,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
else
{
SetScopeMode();
SetScopeMode( usMapPos );
}
break;
@@ -5032,11 +5033,15 @@ void CycleSelectedMercsItem()
// Get soldier...
pSoldier = MercPtrs[ gusSelectedSoldier ];
UINT16 usOldHandItem = pSoldier->inv[HANDPOS].usItem;
// Cycle item....
usOldItem = CycleItems(pSoldier->inv[ HANDPOS ].usItem);
CreateItem( (UINT16)usOldItem, 100, &( pSoldier->inv[ HANDPOS ]) );
pSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, pSoldier->inv[HANDPOS].usItem );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
@@ -5258,11 +5263,14 @@ void SetBurstMode()
}
}
void SetScopeMode()
void SetScopeMode( INT32 usMapPos )
{
if ( gusSelectedSoldier != NOBODY )
{
ChangeScopeMode( MercPtrs[ gusSelectedSoldier ] );
if ( GetMouseMapPos( &usMapPos ))
ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], usMapPos );
else
ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], 0 );
// reevaluate sight
ManLooksForOtherTeams( MercPtrs[ gusSelectedSoldier ] );