New tags in CivGroupNames.xml: Side, CustomSide allow setting custom side for civilian group.

NewEye: fix possible bug.
InitShopKeeperSubTitledText: correctly initialize data.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8764 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-02-27 10:51:45 +00:00
parent 9d1ebb6eb9
commit 8b53d273f9
11 changed files with 121 additions and 99 deletions
+58 -68
View File
@@ -2638,80 +2638,70 @@ BOOLEAN ExternRenderFace( UINT32 uiBuffer, INT32 iFaceIndex, INT16 sX, INT16 sY
void NewEye( FACETYPE *pFace )
{
switch(pFace->sEyeFrame)
{
case 0 : //pFace->sEyeFrame = (INT16)Random(2); // normal - can blink or frown
if ( pFace->ubExpression == ANGRY )
{
pFace->ubEyeWait = 0;
pFace->sEyeFrame = 3;
}
else if ( pFace->ubExpression == SURPRISED )
{
pFace->ubEyeWait = 0;
pFace->sEyeFrame = 4;
}
else
//if (pFace->sEyeFrame && Talk.talking && Talk.expression != DYING)
/// pFace->sEyeFrame = 3;
//else
pFace->sEyeFrame = 1;
break;
case 1 : // starting to blink - has to finish unless dying
//if (Talk.expression == DYING)
// pFace->sEyeFrame = 1;
//else
switch (pFace->sEyeFrame)
{
case 0: //pFace->sEyeFrame = (INT16)Random(2); // normal - can blink or frown
if (pFace->ubExpression == ANGRY)
{
pFace->ubEyeWait = 0;
pFace->sEyeFrame = 3;
}
else if (pFace->ubExpression == SURPRISED)
{
pFace->ubEyeWait = 0;
pFace->sEyeFrame = 4;
}
else
pFace->sEyeFrame = 1;
//if (pFace->sEyeFrame && Talk.talking && Talk.expression != DYING)
/// pFace->sEyeFrame = 3;
//else
break;
case 1: // starting to blink - has to finish unless dying
//if (Talk.expression == DYING)
// pFace->sEyeFrame = 1;
//else
pFace->sEyeFrame = 2;
break;
case 2 : //pFace->sEyeFrame = (INT16)Random(2); // finishing blink - can go normal or frown
//if (pFace->sEyeFrame && Talk.talking)
// pFace->sEyeFrame = 3;
//else
// if (Talk.expression == ANGRY)
break;
case 2: //pFace->sEyeFrame = (INT16)Random(2); // finishing blink - can go normal or frown
//if (pFace->sEyeFrame && Talk.talking)
// pFace->sEyeFrame = 3;
//else
// if (Talk.expression == ANGRY)
// pFace->sEyeFrame = 3;
// else
// else
pFace->sEyeFrame = 0;
break;
case 3 : //pFace->sEyeFrame = 4; break; // frown
pFace->ubEyeWait++;
if ( pFace->ubEyeWait > 6 )
{
pFace->sEyeFrame = 0;
}
break;
case 4 :
pFace->ubEyeWait++;
if ( pFace->ubEyeWait > 6 )
{
pFace->sEyeFrame = 0;
}
break;
case 5 : pFace->sEyeFrame = 6;
break;
case 3: //pFace->sEyeFrame = 4; break; // frown
pFace->ubEyeWait++;
if (pFace->ubEyeWait > 6)
{
pFace->sEyeFrame = 0;
}
break;
case 4:
pFace->ubEyeWait++;
if (pFace->ubEyeWait > 6)
{
pFace->sEyeFrame = 0;
}
break;
case 5: pFace->sEyeFrame = 6;
pFace->sEyeFrame = 0;
break;
case 6 : pFace->sEyeFrame = 7; break;
case 7 : pFace->sEyeFrame = (INT16)Random(2); // can stop frowning or continue
//if (pFace->sEyeFrame && Talk.expression != DYING)
// pFace->sEyeFrame = 8;
//else
// pFace->sEyeFrame = 0;
//break;
case 8 : pFace->sEyeFrame = 9; break;
case 9 : pFace->sEyeFrame = 10; break;
break;
case 6: pFace->sEyeFrame = 7; break;
case 7: pFace->sEyeFrame = (INT16)Random(2); // can stop frowning or continue
//if (pFace->sEyeFrame && Talk.expression != DYING)
// pFace->sEyeFrame = 8;
//else
// pFace->sEyeFrame = 0;
break;
case 8: pFace->sEyeFrame = 9; break;
case 9: pFace->sEyeFrame = 10; break;
case 10: pFace->sEyeFrame = 11; break;
case 11: pFace->sEyeFrame = 12; break;
case 12: pFace->sEyeFrame = 0; break;
}
case 12: pFace->sEyeFrame = 0; break;
}
}