mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
-fixed sniper firing (finally?)
-added Ready Weapon AP bonuses to two handed weapons (even though none use it yet) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@296 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
|
||||
#else
|
||||
|
||||
//RELEASE BUILD VERSION
|
||||
INT16 zVersionLabel[256] = { L"Release v1.13.295" };
|
||||
INT16 zVersionLabel[256] = { L"Release v1.13.296" };
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
INT8 czVersionNumber[16] = { "Build 06.06.23" };
|
||||
INT8 czVersionNumber[16] = { "Build 06.06.24" };
|
||||
INT16 zTrackingNumber[16] = { L"Z" };
|
||||
|
||||
|
||||
|
||||
+1
-1
@@ -3443,7 +3443,7 @@ DOUBLE CalculateVerticalAngle( SOLDIERTYPE * pFirer, SOLDIERTYPE * pTarget )
|
||||
|
||||
INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sHitBy, BOOLEAN fBuckshot, BOOLEAN fFake )
|
||||
{
|
||||
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"FireBulletGivenTarget");
|
||||
//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"FireBulletGivenTarget");
|
||||
// fFake indicates that we should set things up for a call to ChanceToGetThrough
|
||||
FLOAT dStartZ;
|
||||
|
||||
|
||||
+2
-2
@@ -2031,8 +2031,8 @@ INT16 GetAPsToReadyWeapon( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
|
||||
{
|
||||
//Madd: return the greater of the two weapons + 1:
|
||||
UINT8 rt1, rt2;
|
||||
rt1 = Weapon[usItem].ubReadyTime;
|
||||
rt2 = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubReadyTime ;
|
||||
rt1 = Weapon[usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ HANDPOS ]) ) / 100;
|
||||
rt2 = Weapon[pSoldier->inv[SECONDHANDPOS].usItem].ubReadyTime * ( 100 - GetPercentReadyTimeAPReduction(&pSoldier->inv[ SECONDHANDPOS ]) ) / 100;
|
||||
|
||||
return( max(rt1,rt2) + AP_READY_DUAL );
|
||||
}
|
||||
|
||||
@@ -114,8 +114,8 @@ typedef struct
|
||||
} THREATTYPE;
|
||||
|
||||
// define for bAimTime for bursting
|
||||
#define BURSTING 5
|
||||
#define AUTOFIRING 6
|
||||
#define BURSTING 20
|
||||
#define AUTOFIRING 21
|
||||
|
||||
typedef struct
|
||||
{
|
||||
|
||||
+11
-11
@@ -4847,18 +4847,18 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier)
|
||||
|
||||
if ( pSoldier->bTeam != MILITIA_TEAM )
|
||||
{
|
||||
if ( !sniperwarning && pSoldier->bOrders == SNIPER )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Watch out for snipers..." );
|
||||
sniperwarning = TRUE;
|
||||
}
|
||||
if ( !sniperwarning && pSoldier->bOrders == SNIPER )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Watch out for snipers..." );
|
||||
sniperwarning = TRUE;
|
||||
}
|
||||
|
||||
if (!biggunwarning && FindRocketLauncherOrCannon(pSoldier) != NO_SLOT )
|
||||
{
|
||||
biggunwarning = TRUE;
|
||||
//TODO: don't say this again after reloading a savegame
|
||||
SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS );
|
||||
}
|
||||
if (!biggunwarning && FindRocketLauncherOrCannon(pSoldier) != NO_SLOT )
|
||||
{
|
||||
biggunwarning = TRUE;
|
||||
//TODO: don't say this again after reloading a savegame
|
||||
SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS );
|
||||
}
|
||||
}
|
||||
// turn off cautious flag
|
||||
pSoldier->fAIFlags &= (~AI_CAUTIOUS);
|
||||
|
||||
Reference in New Issue
Block a user