EstimatePathCostToLocation: safety checks.

Main Red AI: fixed decision weight calculation.
Player mercs should avoid moving into gas/fire when in autobandage mode or under AI control.
IsLocationSittable, IsLocationSittableExcludingPeople: return FALSE if location on roof does not exist.
NWSS: play room effect for first shot only.
AI inventory choosing: more variety for mortar shells, improved hand/GL grenade choosing code.
Red AI: improved mortar use code: use next action to fire mortar after stepping back.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8920 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-01-14 15:45:11 +00:00
parent c6c0b09b70
commit 32e8f9d4ff
6 changed files with 85 additions and 48 deletions
+5 -1
View File
@@ -2027,7 +2027,11 @@ void PlayWeaponSound(SOLDIERTYPE *pSoldier, OBJECTTYPE *pObjHand, OBJECTTYPE *pO
bTerrainType = FLAT_FLOOR;
if (pSector)
ubSectorType = pSector->ubTraversability[THROUGH_STRATEGIC_MOVE];
if (InARoom(pSoldier->sGridNo, NULL) && pSoldier->pathing.bLevel == 0 && bTerrainType == FLAT_FLOOR && CheckRoof(pSoldier->sGridNo))
if (InARoom(pSoldier->sGridNo, NULL) &&
pSoldier->pathing.bLevel == 0 &&
bTerrainType == FLAT_FLOOR &&
CheckRoof(pSoldier->sGridNo) &&
pSoldier->bDoBurst <= 1)
fRoom = TRUE;
if (pSoldier->ubAttackingHand == HANDPOS)
fMainHand = TRUE;