new modifiers for item properties:

- APs to reload
- APs to reload manually
- max distance for messy death
- gun handling
- best laser range

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6472 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-06 12:50:36 +00:00
parent c16971b9f2
commit 9eedf3d45d
10 changed files with 211 additions and 47 deletions
+14 -2
View File
@@ -6370,7 +6370,13 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
{
// HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG.
//if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath || (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && usWeaponIndex == BARRETT ))
if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath)
UINT8 ubDistMessy = Weapon[ usWeaponIndex ].maxdistformessydeath;
// modify by ini values
if ( Item[ usWeaponIndex ].usItemClass == IC_GUN )
ubDistMessy *= gItemSettings.fDistMessyModifierGun[ Weapon[ usWeaponIndex ].ubWeaponType ];
if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy)
{
usNewGridNo = NewGridNo( pSoldier->sGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) );
@@ -6393,7 +6399,13 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
{
// HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG.
//if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath || (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && usWeaponIndex == BARRETT ))
if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath)
UINT8 ubDistMessy = Weapon[ usWeaponIndex ].maxdistformessydeath;
// modify by ini values
if ( Item[ usWeaponIndex ].usItemClass == IC_GUN )
ubDistMessy *= gItemSettings.fDistMessyModifierGun[ Weapon[ usWeaponIndex ].ubWeaponType ];
if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy)
{
// possibly play torso explosion anim!