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

** 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
+5 -3
View File
@@ -2862,7 +2862,7 @@ void RemoveOneOpponent(SOLDIERTYPE *pSoldier)
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Oppcnt for %d (%s) tried to go below 0", pSoldier->ubID, pSoldier->name ) );
#ifdef JA2BETAVERSION
ScreenMsg( MSG_FONT_YELLOW, MSG_UI_FEEDBACK, L"Opponent counter dropped below 0 for person %d (%s). Please inform Sir-tech of this, and what has just been happening in the game.", pSoldier->ubID, pSoldier->name );
ScreenMsg( MSG_FONT_YELLOW, MSG_UI_FEEDBACK, L"Opponent counter dropped below 0 for person %d (%s). Please inform Sir-tech of this, and what has just been happening in the game.", pSoldier->ubID, pSoldier->name );
#endif
pSoldier->aiData.bOppCnt = 0;
}
@@ -5751,7 +5751,8 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
if (pSoldier->aiData.bOppList[ubNoiseMaker] == SEEN_CURRENTLY)
{
// civilians care about gunshots even if they come from someone they can see
if ( !( pSoldier->aiData.bNeutral && ubNoiseType == NOISE_GUNFIRE ) )
// ChrisL: Crows will fly away if they hear any noise
if ( !( pSoldier->aiData.bNeutral && ubNoiseType == NOISE_GUNFIRE ) && pSoldier->ubBodyType != CROW )
{
continue; // then who cares whether he can also hear the guy?
}
@@ -6949,7 +6950,8 @@ void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier )
if ( pOpponent->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY )
{
// have to add to opponent's oppcount as well since we just became non-neutral
AddOneOpponent( pOpponent );
//CHRISL: If we do this, Bloodcats get counted at opponents multiple times and never get removed from the OppCnt variable.
//AddOneOpponent( pOpponent );
}
}
}