-externalized assignment (repair, doctor, training) constants to ja2_options.ini, and added a few for good measure ;)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@432 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-08-13 17:03:12 +00:00
parent 78a7d89dad
commit 9d484e219c
12 changed files with 167 additions and 79 deletions
+4
View File
@@ -331,6 +331,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 430:
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: case 430");
// SHOOT GUN
// MAKE AN EVENT, BUT ONLY DO STUFF IF WE OWN THE GUY!
SFireWeapon.usSoldierID = pSoldier->ubID;
@@ -714,6 +715,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst) || (pSoldier->bWeaponMode != WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS])))) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because burst size too large");
fStop = TRUE;
fFreeUpAttacker = TRUE;
}
@@ -721,6 +723,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// CHECK IF WE HAVE AMMO LEFT, IF NOT, END ANIMATION!
if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because not enough ammo");
fStop = TRUE;
fFreeUpAttacker = TRUE;
if ( pSoldier->bTeam == gbPlayerNum )
@@ -734,6 +737,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
bWeaponJammed = CheckForGunJam( pSoldier );
if ( bWeaponJammed == TRUE )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because weapon jammed");
fStop = TRUE;
fFreeUpAttacker = TRUE;
// stop shooting!