Brief: //dnl ch63

- Fixing AI problems when they use launchers.
Details:
- Seems from implementation of 100AP system and new attachment system and new kind of GL launchers, AI use them improperly or not used at all. Bugs was:
- Bursting grenades from non burst launcher.
- Not use GL if grenade is already in it
- Not firing from rocket launcher if couldn't find hand grenade.
- Refusing to launch grenade from attached GL if couldn't find grenade in other pockets.
- Never fire from single rocket launchers like LAW.
- Incorrect chance to throw calculation for GLs which lead into no decision to throw.
- Whole cylinder of grenades was permanently remove from pocket after reloading launcher.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6321 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2013-08-25 20:30:46 +00:00
parent 29beae22d5
commit 571a2940e6
4 changed files with 65 additions and 32 deletions
+2 -2
View File
@@ -5484,8 +5484,8 @@ INT16 ubMinAPCost;
}
}
}
if(ubBestAttackAction == AI_ACTION_TOSS_PROJECTILE && IsGrenadeLauncherAttached(&pSoldier->inv[HANDPOS]))//dnl ch63 240813
pSoldier->bWeaponMode = WM_ATTACHED_GL;
return(ubBestAttackAction);
}