New feature: enemy combat jeeps fill the role between infantry and tanks. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=344628&#msg_344628

This is savegame compatible. GameDir >= r2305 required.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8114 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-03-20 18:45:51 +00:00
parent b8c0036396
commit 9e97538d89
75 changed files with 1614 additions and 772 deletions
+36 -4
View File
@@ -1118,6 +1118,7 @@ ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
-10, (FLOAT)4.0, //ELDORADO
-10, (FLOAT)4.0, //ICECREAMTRUCK
-10, (FLOAT)4.0, //JEEP
-10, (FLOAT)4.0, //COMBAT_JEEP
};
extern INT16 gubMaxActionPoints[TOTALBODYTYPES] = {0};
@@ -3592,7 +3593,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ TANK_NW ][ TANK_SHOOT ] = TANKNW_SHOOT;
gubAnimSurfaceIndex[ TANK_NW ][ TANK_BURST ] = TANKNW_SHOOT;
gubAnimSurfaceIndex[ TANK_NW ][ VEHICLE_DIE ] = TANKNW_DIE;
gubAnimSurfaceCorpseID[ TANK_NW ][ STANDING ] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][STANDING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][WALKING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][RUNNING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][WALK_BACKWARDS] = TANK1_DEAD;
// TANK
gubAnimSurfaceIndex[ TANK_NE ][ STANDING ] = TANKNE_READY;
@@ -3603,6 +3607,9 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ TANK_NE ][ TANK_BURST ] = TANKNE_SHOOT;
gubAnimSurfaceIndex[ TANK_NE ][ VEHICLE_DIE ] = TANKNE_DIE;
gubAnimSurfaceCorpseID[ TANK_NE ][ STANDING ] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][WALKING] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][RUNNING] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][WALK_BACKWARDS] = TANK2_DEAD;
// ELDORADO
gubAnimSurfaceIndex[ ELDORADO ][ STANDING ] = ELDORADO_BASIC;
@@ -3610,21 +3617,45 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ ELDORADO ][ RUNNING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ WALK_BACKWARDS ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ VEHICLE_DIE ] = ELDORADO_DIE;
gubAnimSurfaceCorpseID[ELDORADO][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][WALK_BACKWARDS] = ICECREAM_DEAD;
// ICECREAMTRUCK
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ STANDING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALKING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ RUNNING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALK_BACKWARDS ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ] = HUMVEE_DIE;
gubAnimSurfaceCorpseID[ ICECREAMTRUCK ][ STANDING ] = ICECREAM_DEAD;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ] = HUMVEE_DIE;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][WALK_BACKWARDS] = ICECREAM_DEAD;
// JEEP
gubAnimSurfaceIndex[ JEEP ][ STANDING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ WALKING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ RUNNING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ WALK_BACKWARDS ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ] = JEEP_DIE;
gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ] = JEEP_DIE;
gubAnimSurfaceCorpseID[JEEP][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][WALK_BACKWARDS] = ICECREAM_DEAD;
// COMBAT_JEEP
gubAnimSurfaceIndex[COMBAT_JEEP][STANDING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][WALKING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][RUNNING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][WALK_BACKWARDS] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][TANK_SHOOT] = ARMED_CAR_SHOOT;
gubAnimSurfaceIndex[COMBAT_JEEP][TANK_BURST] = ARMED_CAR_SHOOT;
gubAnimSurfaceIndex[COMBAT_JEEP][VEHICLE_DIE] = ARMED_CAR_DIE;
gubAnimSurfaceCorpseID[COMBAT_JEEP][STANDING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][WALKING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][RUNNING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][WALK_BACKWARDS] = HUMMER_DEAD;
}
BOOLEAN LoadAnimationStateInstructions( )
@@ -3991,6 +4022,7 @@ INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType
case ROBOTNOWEAPON:
case TANK_NW:
case TANK_NE:
case COMBAT_JEEP:
return( 0 );
}