- The facility performance tag now determines the effectiveness of the interrogation assignment (100 = standard).

- Canteens can now be refilled even if the food system is off
- If you set a handcuff's item to class from MISC (<usItemClass>268435456</usItemClass>)to KIT (<usItemClass>8192</usItemClass>), it will be treated as a stack of binders. Repeated use on enemies consumes the item.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5740 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-17 21:23:36 +00:00
parent 2d5e8b1583
commit 501df7103c
3 changed files with 34 additions and 14 deletions
+12 -4
View File
@@ -15328,9 +15328,9 @@ UINT32 SOLDIERTYPE::GetSurrenderStrength()
// adjust for type of soldier
if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE || this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA )
value *= 1.5;
value *= 1.5f;
else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA )
value *= 0.75;
value *= 0.75f;
return value;
}
@@ -16324,8 +16324,16 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
// move handcuffs to his hands
if ( HasItemFlag( (&(this->inv[HANDPOS]))->usItem, HANDCUFFS ) )
{
AutoPlaceObject( pSoldier, &(this->inv[HANDPOS]), FALSE );
DeleteObj( &(this->inv[HANDPOS]) );
// stack handcuffs (like a stack of binders) simply gets used up a bit
if ( Item[(&(this->inv[HANDPOS]))->usItem].usItemClass == IC_KIT )
{
UseKitPoints( &(this->inv[HANDPOS]), 10, pSoldier );
}
else
{
AutoPlaceObject( pSoldier, &(this->inv[HANDPOS]), FALSE );
DeleteObj( &(this->inv[HANDPOS]) );
}
}
// CHANGE DIRECTION AND GOTO ANIMATION NOW