New option TAUNT_VOICE (FALSE by default): if true, will play sound file instead of showing text.

New option TAUNT_VOICE_SHOW_INFO (FALSE by default): if true, will show debug info when playing voice taunt.
Restored JA2TESTVERSION for SpreadPatternLog.txt
Allow taunts from militia when using voice taunts.
Don't show noise text messages from militia (if on our side).
Fixed incorrect OKLIFE check in CheckStatusNearbyFriendlies().

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8743 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-02-07 10:13:16 +00:00
parent e4d30987bf
commit 74443ca8a9
8 changed files with 370 additions and 40 deletions
+16 -2
View File
@@ -5320,14 +5320,28 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
{
if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_GUN )
{
if( MercPtrs[ pBullet->pFirer->ubOppNum ]->aiData.bOppList[ pBullet->pFirer->ubID ] == SEEN_CURRENTLY )
PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID );
if (gTauntsSettings.fTauntVoice)
{
// say taunt only to inform others
if (gbPublicOpplist[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam][pBullet->pFirer->ubID] != SEEN_CURRENTLY &&
gbPublicOpplist[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam][pBullet->pFirer->ubID] != SEEN_THIS_TURN &&
gTacticalStatus.Team[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam].bMenInSector > 1)
{
PossiblyStartEnemyTaunt(MercPtrs[pBullet->pFirer->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID);
}
}
else if (MercPtrs[pBullet->pFirer->ubOppNum]->aiData.bOppList[pBullet->pFirer->ubID] == SEEN_CURRENTLY)
{
PossiblyStartEnemyTaunt(MercPtrs[pBullet->pFirer->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID);
}
PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_GUNFIRE, pBullet->pFirer->ubOppNum );
}
else if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
{
if( MercPtrs[ pBullet->pFirer->ubOppNum ]->aiData.bOppList[ pBullet->pFirer->ubID ] == SEEN_CURRENTLY )
PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_THROWING_KNIFE, pBullet->pFirer->ubID );
PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_THROWING_KNIFE, pBullet->pFirer->ubOppNum );
}
}