- New Feature: Toggle scope modes (by Flugente)

o This allows you to toggle between a gun's different scopes via the '.' key. Y
o You get the boni for vison, tunnel vison, sight range, scope magnification etc. only for the scope you use. 
o 2 new ja2_options.ini properties: USE_SCOPE_MODES, DISPLAY_SCOPE_MODES: Allows the display of an icon on your gun, to tell what scope is currently in use. If it is a scope, the magnification factor also gets written. Both options can be found under the  [Tactical Gameplay Settings] section in the ja2_options.ini
o new tag in items.xml (<attachmentclass>) now enables to specifiy what an attachment can do. At the moment used by grenades/rockets/scopes/sights. Items.xml changed accordingly, modders need to add this tag for those items.
o More infos: First post in: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303038&#Post303038
- WARNING: This feature breaks savegame compatibility.

- New Feature: Tripwire-triggered mines (by Flugente)
o This allows creating complex networks of tripwire that can detonate multiple mines attached to them.
o 2 new Items.xml tags: tripwireactivation, tripwire
o More infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303205&#Post303205 

- Overheating addition (by Flugente)
o Severe overheating now temporarily reduces a gun's accuracy. This exact amount is displayed in the UDB.

- Bugfix (by Flugente)
o Removed foregrip as an attachment from the Saiga 12K





git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5196 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-04-12 08:45:36 +00:00
parent 0e64603c9a
commit 756220941b
25 changed files with 1001 additions and 223 deletions
+3 -3
View File
@@ -275,7 +275,7 @@
//Just so the compiler will be able to use it in init.cpp, I'm a careful person. Gotthard 1/18/07
extern INT16 APBPConstants[TOTAL_APBP_VALUES];
INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
INT16 BaseAPsToShootOrStab( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj, SOLDIERTYPE *pSoldier );
// HEADROCK HAM 4: Same function as above, except no modifier.
INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
// HEADROCK HAM 4: Same function as above, except no modifier.
@@ -306,12 +306,12 @@ UINT16 GetAPsToPickupItem( SOLDIERTYPE *pSoldier, INT32 usMapPos );
INT16 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost );
INT16 ApsToPunch( SOLDIERTYPE *pSoldier ); // SANDRO added this
INT16 CalcTotalAPsToAttack( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubAddTurningCost, INT16 bAimTime );
INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
INT16 CalcAPsToBurst( INT16 bBaseActionPoints, OBJECTTYPE * pObj, SOLDIERTYPE* pSoldier );
// HEADROCK HAM 4: Same as above, without percent modifiers.
INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
// HEADROCK HAM 4: Same as above, without percent modifiers.
INT16 CalcAPsToBurstNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj );
INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
INT16 CalcAPsToAutofire( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire, SOLDIERTYPE* pSoldier );
// HEADROCK HAM 4: Same as above, without modifiers
INT16 CalcAPsToAutofireNoModifier( INT16 bBaseActionPoints, OBJECTTYPE * pObj, UINT8 bDoAutofire );
// HEADROCK HAM 4: Same as above, without modifiers