bug fixes from Overhaul:

- roof inaccessible tiles problem
- AI hang while deciding on an action (fire 0 rounds on auto)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@868 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2007-05-08 15:10:29 +00:00
parent 30cc546c09
commit 8e80a6168a
5 changed files with 17 additions and 5 deletions
+1 -1
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@@ -23,7 +23,7 @@ wchar_t zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
wchar_t zVersionLabel[256] = { L"Release v1.13.867" };
wchar_t zVersionLabel[256] = { L"Release v1.13.868" };
#endif
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+1 -1
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@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="D:\games\Jagged Alliance 2 v1.13\JA2 v1.13.867_EN.exe"
OutputFile="D:\games\Jagged Alliance 2 v1.13\JA2 v1.13.868_EN.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+10 -2
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@@ -4353,6 +4353,8 @@ bCanAttack = FALSE;
pSoldier->bDoAutofire--;
if (pSoldier->bDoAutofire > 0)
{
ubBurstAPs = CalcAPsToAutofire( CalcActionPoints( pSoldier ), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
if (pSoldier->bActionPoints - (BestAttack.ubAPCost - BestAttack.ubAimTime) >= ubBurstAPs )
@@ -4402,8 +4404,14 @@ bCanAttack = FALSE;
BestAttack.ubAPCost = BestAttack.ubAPCost - BestAttack.ubAimTime + CalcAPsToAutofire( CalcActionPoints( pSoldier ), &(pSoldier->inv[BestAttack.bWeaponIn]), pSoldier->bDoAutofire );
}
}
pSoldier->bDoAutofire = 0;
}
else
{
pSoldier->bAimTime = 0;
pSoldier->bDoBurst = 0;
pSoldier->bDoAutofire = 0;
// not enough aps - do somthing else
}
}
//////////////////////////////////////////////////////////////////////////
+5 -1
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@@ -1302,7 +1302,11 @@ void CompileTileMovementCosts( UINT16 usGridNo )
{
if (!(pStructure->fFlags & STRUCTURE_PASSABLE || pStructure->fFlags & STRUCTURE_NORMAL_ROOF))
{
fStructuresOnRoof = TRUE;
// DNS: Try a fix to prevent people from "permanently" blocking the roof
if (!(pStructure->fFlags & STRUCTURE_PERSON))
{
fStructuresOnRoof = TRUE;
}
}
}
pStructure = pStructure->pNext;