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
+3 -2
View File
@@ -2764,7 +2764,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
case AI_ACTION_LOWER_GUN:
// for now, just do "action done"
pSoldier->InternalSoldierReadyWeapon(pSoldier->ubDirection,TRUE);
pSoldier->InternalSoldierReadyWeapon(pSoldier->ubDirection,TRUE,FALSE);
HandleSight(pSoldier, SIGHT_LOOK );
ActionDone( pSoldier );
break;
@@ -2774,7 +2774,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
HandleSight(pSoldier, SIGHT_LOOK | SIGHT_RADIO);
//AXP 23.03.2007: Sniper deadlock fix
if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
//if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
if ( pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
{
pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
}