added sync for bandaging anim and ability to heal other teams

add names to end turn dialog.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2182 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
haydent
2008-05-19 03:13:19 +00:00
parent c5c317849c
commit 70c6e61334
6 changed files with 90 additions and 13 deletions
+13 -5
View File
@@ -2510,7 +2510,8 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
SChangeState.sXPos = this->sX;
SChangeState.sYPos = this->sY;
SChangeState.fForce = fForce;
SChangeState.uiUniqueId = this->uiUniqueSoldierIdValue;
SChangeState.usNewDirection = this->ubDirection;
//AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
if(is_server && this->ubID < 120)
@@ -6087,7 +6088,9 @@ void SOLDIERTYPE::SoldierGotoStationaryStance( void )
}
else if ( this->ubServicePartner != NOBODY && this->stats.bLife >= OKLIFE && this->bBreath > 0 )
{
this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE );
if(!is_networked)this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE );
else this->ChangeSoldierState( GIVING_AID, 0, 0 );
}
else
{
@@ -10631,7 +10634,9 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection )
//else
{
// CHANGE TO ANIMATION
this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE );
if(!is_networked)this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE );
else this->ChangeSoldierState( START_AID, 0, 0 );
}
// SET TARGET GRIDNO
@@ -10873,6 +10878,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
// DEXTERITY GAIN (actual / 6): Helped someone by giving first aid
StatChange(this, DEXTAMT, (UINT16)(uiActual / 6), FALSE);
}
if(is_networked && pVictim->ubID > 19)send_heal(pVictim);
return( uiMedcost );
}
@@ -10908,7 +10914,8 @@ void SOLDIERTYPE::InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
// don't use end aid animation in autobandage
if ( pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim )
{
pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
if(!is_networked)pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
else pTSoldier->ChangeSoldierState( END_AID, 0, 0 );
}
}
@@ -10953,7 +10960,8 @@ void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
if ( this->stats.bLife >= OKLIFE && this->bBreath > 0 && fPlayEndAnim )
{
// don't use end aid animation in autobandage
this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
if(!is_networked)this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
else this->ChangeSoldierState( END_AID, 0, 0 );
}
}
}