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
+7 -4
View File
@@ -39,7 +39,7 @@
// InWaterOrGas - gas stuff
// RoamingRange - point patrol stuff
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady );
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
UINT8 Urgency[NUM_STATUS_STATES][NUM_MORALE_STATES] =
{
@@ -189,7 +189,7 @@ UINT8 ShootingStanceChange( SOLDIERTYPE * pSoldier, ATTACKTYPE * pAttack, INT8 b
UINT16 usRealAnimState, usBestAnimState;
INT8 bBestStanceDiff=-1;
INT8 bLoop, bStanceNum, bStanceDiff, bAPsAfterAttack, bCurAimTime;
INT8 bLoop, bStanceNum, bStanceDiff, bAPsAfterAttack, bCurAimTime, bSetScopeMode;
UINT32 uiChanceOfDamage, uiBestChanceOfDamage, uiCurrChanceOfDamage;
UINT32 uiStanceBonus, uiMinimumStanceBonusPerChange = 20 - 3 * pAttack->ubAimTime;
INT32 iRange;
@@ -197,7 +197,10 @@ UINT8 ShootingStanceChange( SOLDIERTYPE * pSoldier, ATTACKTYPE * pAttack, INT8 b
bStanceNum = 0;
uiCurrChanceOfDamage = 0;
bAPsAfterAttack = pSoldier->bActionPoints - MinAPsToAttack( pSoldier, pAttack->sTarget, ADDTURNCOST, 1);
bSetScopeMode = pSoldier->bScopeMode;
pSoldier->bScopeMode = pAttack->bScopeMode;
bAPsAfterAttack = pSoldier->bActionPoints - MinAPsToAttack( pSoldier, pAttack->sTarget, ADDTURNCOST, pAttack->ubAimTime, 1);
pSoldier->bScopeMode = bSetScopeMode;
if (bAPsAfterAttack < GetAPsCrouch(pSoldier, TRUE))
{
return( 0 );
@@ -511,7 +514,7 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
case AI_ACTION_KNIFE_MOVE: // preparing to stab adjacent opponent
case AI_ACTION_THROW_KNIFE:
// only FIRE_GUN currently actually pays extra turning costs!
bMinPointsNeeded = MinAPsToAttack(pSoldier,pSoldier->aiData.usActionData,ADDTURNCOST);
bMinPointsNeeded = MinAPsToAttack(pSoldier,pSoldier->aiData.usActionData,ADDTURNCOST,pSoldier->aiData.bAimTime);
#ifdef BETAVERSION
if (ptsNeeded > pSoldier->bActionPoints)