mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
New option AI_TACTICAL_RETREAT (false by default) controls tactical enemy retreat from battle.
Moved options AI_YELLOW_FLANKING, AI_EXTRA_SUPPRESSION, AI_NEW_MORALE and AI_BETTER_COVER to [Tactical AI Settings] AI_NEW_MORALE: - zombies always have high morale - always low morale when soldier is blinded - neutrals always have low morale even if they have guns, so they don't run into the heat of battle - prevent hopeless morale when not under attack UpdateAniTiles: also check EXPLOSV_CREATUREGAS (from merc05's fixes) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8721 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -571,7 +571,7 @@ void UpdateAniTiles( )
|
||||
ubExpType = Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubType;
|
||||
|
||||
if ( ubExpType == EXPLOSV_TEARGAS || ubExpType == EXPLOSV_MUSTGAS ||
|
||||
ubExpType == EXPLOSV_SMOKE || ubExpType == EXPLOSV_BURNABLEGAS || ubExpType == EXPLOSV_SIGNAL_SMOKE || ubExpType == EXPLOSV_SMOKE_DEBRIS )
|
||||
ubExpType == EXPLOSV_SMOKE || ubExpType == EXPLOSV_BURNABLEGAS || ubExpType == EXPLOSV_SIGNAL_SMOKE || ubExpType == EXPLOSV_SMOKE_DEBRIS || ubExpType == EXPLOSV_CREATUREGAS)
|
||||
{
|
||||
// Do sound....
|
||||
// PlayJA2Sample( AIR_ESCAPING_1, RATE_11025, SoundVolume( HIGHVOLUME, pNode->sGridNo ), 1, SoundDir( pNode->sGridNo ) );
|
||||
@@ -584,9 +584,7 @@ void UpdateAniTiles( )
|
||||
// Forfait any other animations this frame....
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user