Data and Source v1.13 Mod High Resolution version from 2006-04-15

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 18:16:27 +00:00
parent 8b2d0e33aa
commit 8d448f9c64
83 changed files with 2125 additions and 3651 deletions
+26 -17
View File
@@ -99,16 +99,16 @@ void InitArmyGunTypes(void)
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitArmyGunTypes set gun choice table");
// depending on selection of the gun nut option
if (gGameOptions.fGunNut)
{
//if (gGameOptions.fGunNut)
//{
// use table of extended gun choices
pGunChoiceTable = &(gExtendedArmyGunChoices[0]);
}
else
{
// use table of regular gun choices
pGunChoiceTable = &(gRegularArmyGunChoices[0]);
}
//}
//else
//{
// // use table of regular gun choices
// pGunChoiceTable = &(gRegularArmyGunChoices[0]);
//}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitArmyGunTypes pick a gun type");
// for each gun category
@@ -429,7 +429,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
}
bAmmoClips = (INT8)(3 + Random( 2 ));
bGrenades = (INT8)(3 + Random( 3 ));
bGrenades = (INT8)(2 + Random( 3 ));
if( ( bRating >= AVERAGE_ELITE_EQUIPMENT_RATING ) && ( Random( 100 ) < 75 ) )
{
@@ -794,28 +794,35 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
usAttachIndex = 0;
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ChooseWeaponForSoldierCreateStruct: Gun Created");
if( usScopeIndex > 0 )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Create Scope %d",usScopeIndex));
CreateItem( usScopeIndex, 100, &Object );
Object.fFlags |= OBJECT_UNDROPPABLE;
AttachObject( NULL, &(pp->Inv[ HANDPOS ]), &Object );
}
if( usAttachIndex > 0 )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Create Attachment %d",usAttachIndex));
CreateItem( usAttachIndex, 100, &Object );
Object.fFlags |= OBJECT_UNDROPPABLE;
AttachObject( NULL, &(pp->Inv[ HANDPOS ]), &Object );
}
if( usAttachIndex2 > 0 )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Create 2nd Attachment %d",usAttachIndex2));
CreateItem( usAttachIndex2, 100, &Object );
Object.fFlags |= OBJECT_UNDROPPABLE;
AttachObject( NULL, &(pp->Inv[ HANDPOS ]), &Object );
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Set bullets"));
//set bullets = to magsize including any attachments (c-mag adapters, etc)
pp->Inv[ HANDPOS ].ubGunShotsLeft = GetMagSize(&pp->Inv[ HANDPOS ]);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: choose ammo"));
if( bAmmoClips )
{ //We have a gun, so choose ammo clips
@@ -842,6 +849,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
}
//Ammo
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: create ammo"));
if( bAmmoClips && usAmmoIndex )
{
CreateItems( usAmmoIndex, 100, bAmmoClips, &Object );
@@ -849,6 +857,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
PlaceObjectInSoldierCreateStruct( pp, &Object );
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: done"));
}
void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrenades, INT8 bGrenadeClass, BOOLEAN fGrenadeLauncher )
@@ -2520,16 +2529,16 @@ UINT16 SelectStandardArmyGun( UINT8 uiGunLevel )
// decided to randomize it afterall instead of repeating the same weapon over and over
// depending on selection of the gun nut option
if (gGameOptions.fGunNut)
{
//if (gGameOptions.fGunNut)
//{
// use table of extended gun choices
pGunChoiceTable = &(gExtendedArmyGunChoices[0]);
}
else
{
// use table of regular gun choices
pGunChoiceTable = &(gRegularArmyGunChoices[0]);
}
//}
//else
//{
// // use table of regular gun choices
// pGunChoiceTable = &(gRegularArmyGunChoices[0]);
//}
// choose one the of the possible gun choices
uiChoice = Random(pGunChoiceTable[ uiGunLevel ].ubChoices);