- New Feature: enemies roles allows the AI to use medics and officers, and the player can now identify high-value targets among the enemy.

Requires GameDir >= r1987.

- If an enemy is spawned with a radio set, he is more likely to become a radio operator.
- It is now possible to mount a gun on prone allies if you are facing them on the right angle.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-03-16 18:24:40 +00:00
parent 306fae059c
commit 2e773a029d
27 changed files with 702 additions and 123 deletions
+25
View File
@@ -10619,3 +10619,28 @@ INT8 CalcEffectiveShockLevel( SOLDIERTYPE * pSoldier )
}
return bShockForCower;
}
// Flugente: count number of enemy officers
UINT8 HighestEnemyOfficersInSector( BOOL& aType )
{
SOLDIERTYPE* pSoldier;
INT32 cnt = 0;
UINT8 num = 0;
UINT8 type = OFFICER_NONE;
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID, pSoldier = MercPtrs[cnt]; cnt < gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; pSoldier++, ++cnt )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
if ( pSoldier->bSoldierFlagMask & SOLDIER_ENEMY_OFFICER )
{
// officers with double squadleader trait are captains, otherwise lieutnant
aType = max( aType, NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT) );
++num;
}
}
}
return num;
}