- 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
+3
View File
@@ -118,6 +118,9 @@ extern INT32 AddBombToWorld( INT32 iItemIndex );
extern void FindPanicBombsAndTriggers( void );
extern INT32 FindWorldItemForBombInGridNo( INT32 sGridNo, INT8 bLevel);
// Flugente: is there a planted tripwire at this gridno? fKnown = TRUE: only return true if we know of that one already
extern INT32 FindWorldItemForTripwireInGridNo( INT32 sGridNo, INT8 bLevel, BOOLEAN fKnown = TRUE );
void RefreshWorldItemsIntoItemPools( WORLDITEM * pItemList, INT32 iNumberOfItems );
void CoolDownWorldItems( ); // Flugente: Cool/decay down all items in this sector