- reworked the tripwire nework flags. This will allow much more complex networks in the future. WARNING: planted tripwires in savegames from previous savegames will behave strangely with this version.

- externalised texts for cleaning, food, corpse handling and covert ops
- tripwire can now be defused even if it does not have a blue flag. When having a wirecutter in the main hand, click on the planted tripwire while crouched, the defuse dialogue will show up.
- corpses spawned from items will behave according to the zombie spawn rules
- fixed a few glitches with the covert ops trait
- fixed a bug that gave the 'mounted' bonus on a roof

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5546 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-09-02 20:38:17 +00:00
parent da441439ac
commit 41bc80dc3c
25 changed files with 1028 additions and 170 deletions
+1
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@@ -136,6 +136,7 @@ void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT32 sGridNo );
void HandleTacticalFunctionSelection( SOLDIERTYPE *pSoldier, INT32 sGridNo ); // Flugente: in tactical, open a selection box for different actions
void HandleSoldierUseCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ); // Flugente: handle corpses
void HandleSoldierDefuseTripwire( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT32 sItem ); // Flugente: defuse tripwire
BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel );
INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel );