- New Feature: Allow attaching and using underbarrel weapons (by Flugente & JMich)

o You can now attach weapons to other weapons (only one at a time). Comes with additional fire modes (by cycling in tactical with key 'b')
o A new item, the KAC masterkey, demonstrates this. Raider and Kelly have one in their starting kit 4. (pics by smeagol)
o works both in OCTh and NCTH. Aiming is done via the main gun, but all physical values of the attached gun are considered.
o reload an underbarrel gun while it is attached by dropping the ammo on the main gun while an underbarrel fire mode is active. Cycle firemodes in tactical by pressing 'b'
o Attachments to underbarrel weapons are inseparable while weapon is attached, but they do work.

- Overheating weapons additions (by Flugente)
o New option OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET controls how red the temperature bar is at the beginning.
o New option OVERHEATING_SET_ZERO_UPON_NEW_SECTOR sets temperature of items on the floor to zero if loading a new sector

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5133 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-04-01 15:36:55 +00:00
parent e4514b2cff
commit 7a40ecd777
31 changed files with 984 additions and 580 deletions
+40 -1
View File
@@ -3959,6 +3959,44 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
}
}
if (IsUnderBarrelAttached(pGun))
{
OBJECTTYPE *pGun2 = FindAttachment_UnderBarrel(pGun);
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun2 ) )
{
// Search for ammo in sector
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
{
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) )//item exists, is reachable, is visible and is not trapped
{
if ( ( Item[ gWorldItems[ uiLoop ].object.usItem ].usItemClass & IC_AMMO ) ) // the item is ammo
{
pAmmo = &( gWorldItems[ uiLoop ].object );
if ( CompatibleAmmoForGun( pAmmo, pGun2 ) ) // can use the ammo with this gun
{
// same ammo type in gun and magazine
if ( Magazine[Item[(*pGun2)[0]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType )
{
ReloadGun( pTeamSoldier, pGun2, pAmmo );
}
if ((*pAmmo)[0]->data.ubShotsLeft == 0)
{
RemoveItemFromPool( gWorldItems[ uiLoop ].sGridNo, uiLoop, gWorldItems[ uiLoop ].ubLevel );
}
}
}
}
}
}
//CHRISL: if not enough ammo in sector, reload using ammo carried in inventory
if ( (*pGun2)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun2 ) )
{
AutoReload( pTeamSoldier );
}
}
}
}
}
@@ -3978,7 +4016,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
pGun = &(pTeamSoldier->inv[HANDPOS]);
// Flugente: check for underbarrel weapons and use that object if necessary
pGun = pTeamSoldier->GetUsedWeapon( &(pTeamSoldier->inv[HANDPOS]) );
//magazine is not full
if ( (*pGun)[0]->data.gun.ubGunShotsLeft < GetMagSize( pGun ) )