-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:
MaddMugsy
2006-06-24 17:57:35 +00:00
parent 7a4740e248
commit 40ab1020dc
5 changed files with 18 additions and 18 deletions
+2 -2
View File
@@ -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
View File
@@ -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
View File
@@ -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 );
}
+2 -2
View File
@@ -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
View File
@@ -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);