Play sound when dragging something (Sounds\Misc\DragBody1.ogg .. DragBodyN.ogg).

Mercs always make movement noise when dragging.
Stop dragging if another merc starts dragging this merc/body.
Stop dragging if dragged merc gets up from collapsed state.
Stop dragging when changing stance/cowering under suppression.
Fixed grenade pin sound for signal smoke.
CalcBestShot: if new opponent is dying and best opponent is ok, ignore new opponent.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8759 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-02-20 12:28:55 +00:00
parent 4fb6369368
commit 73cbc27ea4
5 changed files with 85 additions and 6 deletions
+9 -4
View File
@@ -712,10 +712,15 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
continue; // next opponent
}
}
//dnl ch62 180813 ignore firing into dying targets
// sevenfm: disabled because of problems with AI
//if((pOpponent->bCollapsed || pOpponent->bBreathCollapsed) && pOpponent->stats.bLife < OKLIFE/* && !(pSoldier->aiData.bAttitude == AGGRESSIVE && Random(100) < 20)*/)
//continue;
// sevenfm: if new opponent is dying and best opponent is ok, ignore new opponent
if (pBestShot->ubOpponent != NOBODY &&
Menptr[pBestShot->ubOpponent].stats.bLife >= OKLIFE &&
pOpponent->stats.bLife < OKLIFE)
{
//DebugShot(pSoldier, String("new opponent is dying, best opponent is ok - skip"));
continue;
}
// OOOF! That was a lot of work! But we've got a new best target!
pBestShot->ubPossible = TRUE;