allowed to throw grenades from behind corners without need to move into open field

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9134 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Shadooow
2021-07-09 01:13:27 +00:00
parent 78087707d1
commit 67a3a5e488
2 changed files with 128 additions and 13 deletions
+28 -13
View File
@@ -2127,10 +2127,15 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo )
// Set attacker to NOBODY, since it's not a combat attack
pSoldier->ubTargetID = NOBODY;
INT16 sXTest, sYTest;
ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sXTest, &sYTest);
//shadooow: if the grenade isn't thrown from soldier gridno, it should mean it is thrown using my grenade rolling feature
BOOLEAN gbGrenadeRolling = pSoldier->pThrowParams->dX != sXTest || pSoldier->pThrowParams->dY != sYTest;
// Alrighty, switch based on stance!
switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
{
case ANIM_STAND:
case ANIM_STAND:
// CHECK IF WE ARE NOT ON THE SAME GRIDNO
if ( sGridNo == pSoldier->sGridNo )
@@ -2147,33 +2152,37 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo )
pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
pSoldier->flags.fTurningUntilDone = TRUE;
if (gbGrenadeRolling)
{
if ((pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) &&
((pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE)))
pSoldier->usPendingAnimation = LOB_GRENADE_STANCE;
else
pSoldier->usPendingAnimation = LOB_ITEM;
}
// Draw item depending on distance from buddy
if ( GetRangeFromGridNoDiff( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE )
else if ( GetRangeFromGridNoDiff( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE )
{
//ddd maybe need to add check for throwing item class - grenade
if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) &&
( (pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE) ) )
pSoldier->usPendingAnimation = LOB_GRENADE_STANCE;
else
pSoldier->usPendingAnimation = LOB_ITEM;
}
else
{
if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) &&
( (pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE) ) )
pSoldier->usPendingAnimation = THROW_GRENADE_STANCE;
else
pSoldier->usPendingAnimation = THROW_ITEM;
}
}
break;
//<SB> crouch throwing
case ANIM_PRONE:
case ANIM_PRONE:
if ( sGridNo == pSoldier->sGridNo )
{
// OK, JUST DROP ITEM!
@@ -2203,20 +2212,26 @@ void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo )
}
else
{
// CHANGE DIRECTION AT LEAST
// CHANGE DIRECTION AT LEAST
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
pSoldier->SoldierGotoStationaryStance( );
pSoldier->SoldierGotoStationaryStance( );
pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
pSoldier->flags.fTurningUntilDone = TRUE;
pSoldier->flags.fTurningUntilDone = TRUE;
if (gbGrenadeRolling)
{
pSoldier->usPendingAnimation = THROW_ITEM_CROUCHED;
}
else
{
pSoldier->usPendingAnimation = THROW_ITEM_CROUCHED;
}
}
break;
//</SB>
break;
//</SB>
}
}