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

** 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
+4 -6
View File
@@ -2647,11 +2647,9 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
// (suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn] ) && GetMagSize(pObj) > 30 && (*pObj)[0]->data.gun.ubGunShotsLeft > 20 ))
BOOLEAN fEnableAISuppression = FALSE;
if ( gGameExternalOptions.fIncreaseAISuppressionFire && ((!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj, pSoldier) > MaxNormalDistanceVisible() ) || pSoldier->aiData.bOrders == SNIPER ) ) || // SANDRO - added argument to GunRange()
(suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn]))) )
fEnableAISuppression = TRUE;
else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj, pSoldier) > MaxNormalDistanceVisible() ) || pSoldier->aiData.bOrders == SNIPER ) ) || // SANDRO - added argument
(suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn] ) && GetMagSize(pObj) > 30 && (*pObj)[0]->data.gun.ubGunShotsLeft > 20 )))
// CHRISL: Changed from a simple flag to two externalized values for more modder control over AI suppression
if ( ((!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj, pSoldier) > MaxNormalDistanceVisible() ) || pSoldier->aiData.bOrders == SNIPER ) ) || // SANDRO - added argument to GunRange()
(suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn]) && GetMagSize(pObj) >= gGameExternalOptions.ubAISuppressionMinimumMagSize && (*pObj)[0]->data.gun.ubGunShotsLeft >= gGameExternalOptions.ubAISuppressionMinimumAmmo)) )
fEnableAISuppression = TRUE;
if (fEnableAISuppression)
@@ -2811,7 +2809,7 @@ FLOAT AICalcRecoilForShot( SOLDIERTYPE *pSoldier, OBJECTTYPE *pWeapon, UINT8 ubS
{
INT8 bRecoilX = 0;
INT8 bRecoilY = 0;
GetRecoil( pWeapon, &bRecoilX, &bRecoilY, ubShotNum );
GetRecoil( pSoldier, pWeapon, &bRecoilX, &bRecoilY, ubShotNum );
// Return average shooter's ability to control this gun.
// HEADROCK HAM 4: TODO: Incorporate items that alter max counter-force.
FLOAT AverageRecoil = __max(0, ((FLOAT)sqrt( (FLOAT)(bRecoilX * bRecoilX) + (FLOAT)(bRecoilY * bRecoilY) ) - (gGameCTHConstants.RECOIL_MAX_COUNTER_FORCE * 0.7f) ) );