- 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
+10 -10
View File
@@ -2527,7 +2527,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
INT8 bRecoilY = 0;
pSoldier->bDoAutofire++;
dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
}
while( pSoldier->bActionPoints >= BestShot.ubAPCost + ubBurstAPs && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire
&& dTotalRecoil <= 10.0f );
@@ -2535,7 +2535,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
do
{
pSoldier->bDoAutofire++;
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
}
while( pSoldier->bActionPoints >= BestShot.ubAPCost + ubBurstAPs &&
pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire &&
@@ -2545,7 +2545,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
pSoldier->bDoAutofire--;
// Make sure we decided to fire at least one shot!
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
// minimum 5 bullets //WarmSteel: 5 bullets sounds reasonable, no?
// Hmmm, automatic suppression? Howcome we don't get this?
@@ -4859,7 +4859,7 @@ INT16 ubMinAPCost;
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack: ENOUGH APs TO BURST, RANDOM CHANCE OF DOING SO");
ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]) );
ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier );
// HEADROCK HAM 3.6: Use Actual Aiming Time.
if (pSoldier->bActionPoints >= BestAttack.ubAPCost + sActualAimTime + ubBurstAPs )
@@ -4937,7 +4937,7 @@ INT16 ubMinAPCost;
INT8 bRecoilY = 0;
pSoldier->bDoAutofire++;
dTotalRecoil += AICalcRecoilForShot( pSoldier, &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestShot.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
}
while( pSoldier->bActionPoints >= BestShot.ubAPCost + ubBurstAPs + sActualAimTime && pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire
&& dTotalRecoil <= 10.0f );
@@ -4945,7 +4945,7 @@ INT16 ubMinAPCost;
do
{
pSoldier->bDoAutofire++;
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
}
while( pSoldier->bActionPoints >= BestAttack.ubAPCost + ubBurstAPs &&
pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire &&
@@ -4955,7 +4955,7 @@ INT16 ubMinAPCost;
pSoldier->bDoAutofire--;
if (pSoldier->bDoAutofire > 0)
{
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
ubBurstAPs = CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire, pSoldier );
if (pSoldier->bActionPoints >= BestAttack.ubAPCost + ubBurstAPs )
{
@@ -5009,7 +5009,7 @@ INT16 ubMinAPCost;
{
pSoldier->aiData.bAimTime = BestAttack.ubAimTime ;
pSoldier->bDoBurst = 1;
BestAttack.ubAPCost = BestAttack.ubAPCost + CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire ) + sActualAimTime;
BestAttack.ubAPCost = BestAttack.ubAPCost + CalcAPsToAutofire( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire, pSoldier ) + sActualAimTime;
}
else
{
@@ -5184,7 +5184,7 @@ INT16 ubMinAPCost;
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "DecideActionBlack: Doing burst calc");
ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]) );
ubBurstAPs = CalcAPsToBurst( pSoldier->CalcActionPoints(), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier );
if ( (pSoldier->bActionPoints - BestAttack.ubAPCost) >= ubBurstAPs )
{
@@ -5215,7 +5215,7 @@ INT16 ubMinAPCost;
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "DecideActionBlack: Doing GL burst");
BestAttack.ubAimTime = BURSTING;
BestAttack.ubAPCost = BestAttack.ubAPCost + CalcAPsToBurst( pSoldier->CalcActionPoints(), &(pSoldier->inv[HANDPOS]) );
BestAttack.ubAPCost = BestAttack.ubAPCost + CalcAPsToBurst( pSoldier->CalcActionPoints(), &(pSoldier->inv[HANDPOS]), pSoldier );
// check for spread burst possibilities
if (pSoldier->aiData.bAttitude != ATTACKSLAYONLY)
{