100AP project integration

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-11-06 00:46:54 +00:00
parent d63ae7501b
commit 3cd3ef39cb
64 changed files with 1436 additions and 781 deletions
+24 -24
View File
@@ -475,8 +475,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
if ( pStructure->fFlags & STRUCTURE_OPEN )
{
// Set costs for these
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
sAPCost = APBPConstants[AP_OPEN_DOOR];
sBPCost = APBPConstants[BP_OPEN_DOOR];
fHandleDoor = TRUE;
}
@@ -500,8 +500,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
// Set costs for these
// Set AP costs to that of opening a door
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
sAPCost = APBPConstants[AP_OPEN_DOOR];
sBPCost = APBPConstants[BP_OPEN_DOOR];
pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
@@ -584,8 +584,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
if ( pDoor == NULL )
{
// Set costs for these
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
sAPCost = APBPConstants[AP_OPEN_DOOR];
sBPCost = APBPConstants[BP_OPEN_DOOR];
// Open if it's not locked....
pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
@@ -623,8 +623,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_FORCE:
// Set costs for these
sAPCost = AP_BOOT_DOOR;
sBPCost = BP_BOOT_DOOR;
sAPCost = APBPConstants[AP_BOOT_DOOR];
sBPCost = APBPConstants[BP_BOOT_DOOR];
// OK, using force, if we have no lock, just open the door!
if ( pDoor == NULL )
@@ -656,8 +656,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_CROWBAR:
// Set costs for these
sAPCost = AP_USE_CROWBAR;
sBPCost = BP_USE_CROWBAR;
sAPCost = APBPConstants[AP_USE_CROWBAR];
sBPCost = APBPConstants[BP_USE_CROWBAR];
// OK, using force, if we have no lock, just open the door!
if ( pDoor == NULL )
@@ -689,8 +689,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_EXPLODE:
// Set costs for these
sAPCost = AP_EXPLODE_DOOR;
sBPCost = BP_EXPLODE_DOOR;
sAPCost = APBPConstants[AP_EXPLODE_DOOR];
sBPCost = APBPConstants[BP_EXPLODE_DOOR];
if ( pDoor == NULL )
{
@@ -717,8 +717,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_LOCKPICK:
// Set costs for these
sAPCost = AP_PICKLOCK;
sBPCost = BP_PICKLOCK;
sAPCost = APBPConstants[AP_PICKLOCK];
sBPCost = APBPConstants[BP_PICKLOCK];
// Attempt to pick lock
if ( pDoor == NULL )
@@ -745,8 +745,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_EXAMINE:
// Set costs for these
sAPCost = AP_EXAMINE_DOOR;
sBPCost = BP_EXAMINE_DOOR;
sAPCost = APBPConstants[AP_EXAMINE_DOOR];
sBPCost = APBPConstants[BP_EXAMINE_DOOR];
// Attempt to examine door
// Whatever the result, end the open animation
@@ -788,8 +788,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_UNLOCK:
// Set costs for these
sAPCost = AP_UNLOCK_DOOR;
sBPCost = BP_UNLOCK_DOOR;
sAPCost = APBPConstants[AP_UNLOCK_DOOR];
sBPCost = APBPConstants[BP_UNLOCK_DOOR];
// OK, if we have no lock, show that!
if ( pDoor == NULL )
@@ -834,8 +834,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_UNTRAP:
// Set costs for these
sAPCost = AP_UNTRAP_DOOR;
sBPCost = BP_UNTRAP_DOOR;
sAPCost = APBPConstants[AP_UNTRAP_DOOR];
sBPCost = APBPConstants[BP_UNTRAP_DOOR];
// OK, if we have no lock, show that!
if ( pDoor == NULL )
@@ -891,8 +891,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
case HANDLE_DOOR_LOCK:
// Set costs for these
sAPCost = AP_LOCK_DOOR;
sBPCost = BP_LOCK_DOOR;
sAPCost = APBPConstants[AP_LOCK_DOOR];
sBPCost = APBPConstants[BP_LOCK_DOOR];
// OK, if we have no lock, show that!
if ( pDoor == NULL )
@@ -931,8 +931,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
else
{
// Set costs for these
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
sAPCost = APBPConstants[AP_OPEN_DOOR];
sBPCost = APBPConstants[BP_OPEN_DOOR];
// Open if it's not locked....
pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );