Added Headrock's HAM 2.8

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2650 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-04-01 12:20:30 +00:00
parent 5f9261273a
commit 335747c3ff
48 changed files with 3439 additions and 406 deletions
+12 -2
View File
@@ -1849,8 +1849,9 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
ubPoints = DynamicAdjustAPConstants(ubPoints, ubPoints);
// If resulting APs are below our permitted minimum, raise them to it!
if (ubPoints < APBPConstants[AP_MINIMUM])
ubPoints = APBPConstants[AP_MINIMUM];
// HEADROCK: Enforce new minimums due to suppression. I should've done this neater though.
if (ubPoints < gGameExternalOptions.iMinAPLimitFromSuppression)
ubPoints = gGameExternalOptions.iMinAPLimitFromSuppression;
// make sure action points doesn't exceed the permitted maximum
ubMaxAPs = gubMaxActionPoints[ this->ubBodyType ];
@@ -6688,6 +6689,15 @@ void SOLDIERTYPE::EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCou
this->usQuoteSaidExtFlags &= ( ~SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL );
this->bNumHitsThisTurn = 0;
this->ubSuppressionPoints = 0;
// HEADROCK HAM B2: Optional fix for suppression. This clears up the value that measures suppression
// accumulated so far. Previously, the value was NEVER cleared, which means that a character could
// only be suppressed ONCE in the game (unless they die or get deleted). There's really no reason to
// keep this in an IF statement though, as it should, by all rights, erase itself each turn at the very
// least to avoid the once-in-a-lifetime suppression problem.
if (gGameExternalOptions.iClearSuppression == 1)
{
this->ubAPsLostToSuppression = 0;
}
this->flags.fCloseCall = FALSE;
this->ubMovementNoiseHeard = 0;