- Fixed Tixa problem: When playing Realistic you could go down to underground level where crepitus are

o When loading such a buggy savegame, we will fix it automatically

- Simplified (reworked) IF-conditions with crepitus

- new define in luaglobal.h: LUA_GAME_INIT_NEW_GAME, LUA_GAME_INIT_NPCS.
o So we can select if we want to use lua script (GameInit.lua) or the hardcoded JA2 stuff

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4475 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-06-06 19:04:56 +00:00
parent bfbe6b0311
commit 75b4d43964
9 changed files with 117 additions and 17 deletions
+14 -1
View File
@@ -2618,7 +2618,19 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
EndMeanwhile( );
break;
case NPC_ACTION_NO_SCI_FI_END_MEANWHILE:
if (gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus)
{
// End meanwhile....
// End meanwhile....
DeleteTalkingMenu();
EndMeanwhile( );
}
else
{
TriggerNPCRecord( QUEEN, 8 );
}
/*
if ( !( gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) )
{
// End meanwhile....
@@ -2630,6 +2642,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
{
TriggerNPCRecord( QUEEN, 8 );
}
*/
break;
case NPC_ACTION_TRIGGER_MARRY_DARYL_PROMPT:
DeleteTalkingMenu();