****************************************************************************

** Merged Source Code from Development trunk, for the Spring 2011 Release **
****************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here.
  New Features are only included in the Development trunk
o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-05-26 11:04:47 +00:00
parent c999420bb7
commit 6e2bdd557c
191 changed files with 17816 additions and 6106 deletions
+25 -22
View File
@@ -120,7 +120,8 @@ typedef struct
UINT8 ubFiller[16];
} TEAM_TURN_SAVE_STRUCT;
#define MIN_APS_TO_INTERRUPT 4
// WANNE: Moved to APBPConstants
//#define MIN_APS_TO_INTERRUPT 4
void ClearIntList( void )
{
@@ -1437,7 +1438,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT8 ubOpponent
}
// if soldier doesn't have enough APs
if ( pSoldier->bActionPoints < MIN_APS_TO_INTERRUPT )
if ( pSoldier->bActionPoints < APBPConstants[MIN_APS_TO_INTERRUPT] )
{
return( FALSE );
}
@@ -2123,27 +2124,29 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
}
// INTERRUPT is calculated on the pure client
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
#ifdef BETAVERSION
{
//// WANNE: Skip the interrupt (against enemy AI) on the pure client, when we are in a coop game!
//if (cGameType == MP_TYPE_COOP)
//{
// #ifdef BETAVERSION
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - pure client - skipping problematic interrupt");
// #endif
//}
//else
//{
send_interrupt( npSoldier );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - PROBLEMATIC");
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - pure client - skipping problematic interrupt");
#endif
/*
// Only send interrupt if we (the client) got interrupted
send_interrupt( npSoldier );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - PROBLEMATIC");
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
*/
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
//}
}
else
{