New feature: mercs can drag people and corpses

Requires GameDir >= r2386.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23508&goto=350989&#msg_350989

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8474 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-09-17 22:16:30 +00:00
parent 5becfe9004
commit 6031257dcd
26 changed files with 621 additions and 97 deletions
+7 -9
View File
@@ -1767,21 +1767,19 @@ BOOLEAN ExecuteOverhead( )
// dAngle = (FLOAT)atan2( dDeltaX, dDeltaY );
dAngle = gdRadiansForAngle[ pSoldier->bMovementDirection ];
FLOAT movementchange = gAnimControl[pSoldier->usAnimState].dMovementChange;
// For walking, base it on body type!
if ( pSoldier->usAnimState == WALKING ||
pSoldier->usAnimState == WALKING_WEAPON_RDY ||
pSoldier->usAnimState == WALKING_DUAL_RDY ||
pSoldier->usAnimState == WALKING_ALTERNATIVE_RDY )
{
pSoldier->MoveMerc( gubAnimWalkSpeeds[ pSoldier->ubBodyType ].dMovementChange, dAngle, TRUE );
movementchange = gubAnimWalkSpeeds[pSoldier->ubBodyType].dMovementChange;
}
else
{
pSoldier->MoveMerc( gAnimControl[ pSoldier->usAnimState ].dMovementChange, dAngle, TRUE );
}
}
pSoldier->MoveMerc( movementchange, dAngle, TRUE );
}
}
// Check for direction change
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_TURNING )
@@ -2007,8 +2005,8 @@ void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
}
}
#pragma optimize("gpt",on)
__forceinline
//#pragma optimize("gpt",on)
// __forceinline
BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLEAN fInitialMove, UINT16 usAnimState )
{
INT16 sAPCost;