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* Merged Source Code from Development Trunk: Revision 4063 *
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- Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- This will be the Source for the Beta 2011 Test

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-01-18 09:11:09 +00:00
parent 44e1646410
commit 91087ca8c0
469 changed files with 118108 additions and 24678 deletions
+18 -14
View File
@@ -338,16 +338,19 @@ void InteractWithOpenableStruct( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, U
if ( pDoor )
{
if ( DoTrapCheckOnStartingMenu( pSoldier, pDoor ) )
{
fTrapsFound = TRUE;
}
{
fTrapsFound = TRUE;
}
}
// Pull Up Menu
if ( !fTrapsFound )
{
InitDoorOpenMenu( pSoldier, pStructure, ubDirection, TRUE );
}
if ( !fTrapsFound )
{
// HEADROCK HAM 4: Why not just close the object? Why do we need a menu if there's only one option on it (CLOSE)?
// P.S. I don't think it's even possible for opened structures to be trapped to begin with.
//InitDoorOpenMenu( pSoldier, pStructure, ubDirection, TRUE );
pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, CLOSE_DOOR ), 0, FALSE );
}
}
else
{
@@ -475,7 +478,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
if ( pStructure->fFlags & STRUCTURE_OPEN )
{
// Set costs for these
sAPCost = APBPConstants[AP_OPEN_DOOR];
sAPCost = GetAPsToOpenDoor( pSoldier ); // SANDRO
sBPCost = APBPConstants[BP_OPEN_DOOR];
fHandleDoor = TRUE;
@@ -500,7 +503,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
// Set costs for these
// Set AP costs to that of opening a door
sAPCost = APBPConstants[AP_OPEN_DOOR];
sAPCost = GetAPsToOpenDoor( pSoldier ); // SANDRO
sBPCost = APBPConstants[BP_OPEN_DOOR];
pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
@@ -584,7 +587,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
if ( pDoor == NULL )
{
// Set costs for these
sAPCost = APBPConstants[AP_OPEN_DOOR];
sAPCost = GetAPsToOpenDoor( pSoldier ); // SANDRO
sBPCost = APBPConstants[BP_OPEN_DOOR];
// Open if it's not locked....
@@ -689,7 +692,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
case HANDLE_DOOR_EXPLODE:
// Set costs for these
sAPCost = APBPConstants[AP_EXPLODE_DOOR];
sAPCost = GetAPsToBombDoor( pSoldier ); // SANDRO
sBPCost = APBPConstants[BP_EXPLODE_DOOR];
if ( pDoor == NULL )
@@ -717,7 +720,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
case HANDLE_DOOR_LOCKPICK:
// Set costs for these
sAPCost = APBPConstants[AP_PICKLOCK];
sAPCost = GetAPsToPicklock( pSoldier ); // SANDRO
sBPCost = APBPConstants[BP_PICKLOCK];
// Attempt to pick lock
@@ -834,7 +837,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
case HANDLE_DOOR_UNTRAP:
// Set costs for these
sAPCost = APBPConstants[AP_UNTRAP_DOOR];
sAPCost = GetAPsToUntrapDoor( pSoldier ); // SANDRO
sBPCost = APBPConstants[BP_UNTRAP_DOOR];
// OK, if we have no lock, show that!
@@ -931,7 +934,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
else
{
// Set costs for these
sAPCost = APBPConstants[AP_OPEN_DOOR];
// SANDRO - changed this
sAPCost = GetAPsToOpenDoor( pSoldier );
sBPCost = APBPConstants[BP_OPEN_DOOR];
// Open if it's not locked....