New feature: interactive actions allow various actions (hacking/reading/drinking/...) from user-defined xml acttions. The exact results can be set in a lua function.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23144&goto=346447&#msg_346447

This is fully savegame compatible.

GameDir >= r2333 is required.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8278 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-08-02 19:03:28 +00:00
parent 41dcb598dd
commit 99f5be0ed7
48 changed files with 1406 additions and 60 deletions
+10 -2
View File
@@ -1382,6 +1382,10 @@ BOOLEAN ExecuteOverhead( )
}
}
}
// Flugente: we are doing something here - stop multi-turn-action
pSoldier->CancelMultiTurnAction( FALSE );
if ( pSoldier->aiData.ubPendingAction == MERC_PICKUPITEM )
{
sGridNo = pSoldier->aiData.sPendingActionData2;
@@ -1538,6 +1542,11 @@ BOOLEAN ExecuteOverhead( )
pSoldier->EVENT_SoldierBeginGiveItem( );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_INTERACTIVEACTION )
{
pSoldier->EVENT_SoldierInteractiveAction( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
if ( fNoAPsForPendingAction )
{
@@ -1547,8 +1556,7 @@ BOOLEAN ExecuteOverhead( )
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
}
}
}
else
{
// OK, ADJUST TO STANDING, WE ARE DONE