This revision requires GameDir 1873 to work because of a new icon in ItemInfoAdvancedIcons.sti!!!

- Weapons.xml tags <bRecoilX> and <bRecoilY> are now FLOAT type values. This allows to differentiate weapons by smaller steps.
- Items.xml tags <RecoilModifierX> and <RecoilModifierY> are now FLOAT types as well.
- Items.xml tag <PercentRecoilModifier> will now be displayed in UDB advanced tab.
- Item_Settings.ini has new modifiers for gun type specific <bRecoilX> and <bRecoilY>. This allows modders to quickly adjust recoil values for any gun type.
- fixed UDB description for <RecoilModifierX> and <RecoilModifierY>
- All recoil calculations now use FLOAT values for more precision.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6613 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-11-16 16:55:32 +00:00
parent f986cc1292
commit 5878355d61
23 changed files with 313 additions and 159 deletions
-4
View File
@@ -2704,8 +2704,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if(UsingNewCTHSystem() == true){
do
{
INT8 bRecoilX = 0;
INT8 bRecoilY = 0;
pSoldier->bDoAutofire++;
dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
@@ -5306,8 +5304,6 @@ L_NEWAIM:
if(UsingNewCTHSystem() == true){
do
{
INT8 bRecoilX = 0;
INT8 bRecoilY = 0;
pSoldier->bDoAutofire++;
dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );