Little Alien

- Game version string changed

Added changes from Madd Mugsy 2006.05.24

- Fixed tracer bullet firing during daytime bug
- Made camobonus not depend on gear status
- Items with coolness = 0 are "illegal"
- Made wirecutter cursor appear for utility knife when able to cut fences
- Made autofire-only guns not work if they're in the secondary hand



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@80 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-25 11:29:27 +00:00
parent 7929d945f6
commit b01ab97aaa
7 changed files with 31 additions and 18 deletions
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.79 2006.05.25" };
INT16 zVersionLabel[256] = { L"Release v1.13.80" };
#endif
+2 -2
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@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.79_2006_05_25.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.80_2006_05_25.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.79_2006_05_25.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.80_2006_05_25.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+10 -10
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@@ -206,17 +206,17 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, UINT16 usGridNo, INT8 bLevel, UINT16 us
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
if ( fFromUI )
{
// ATE: Check if we are targeting an interactive tile, and adjust gridno accordingly...
pIntNode = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure );
if ( fFromUI )
{
// ATE: Check if we are targeting an interactive tile, and adjust gridno accordingly...
pIntNode = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure );
if ( pIntNode != NULL && pTargetSoldier == pSoldier )
{
// Truncate target sioldier
pTargetSoldier = NULL;
}
}
{
// Truncate target sioldier
pTargetSoldier = NULL;
}
}
}
// ATE: If in realtime, set attacker count to 0...
@@ -769,7 +769,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, UINT16 usGridNo, INT8 bLevel, UINT16 us
}
}
if ( Item[usHandItem].wirecutters )
if ( Item[usHandItem].wirecutters && pTargetSoldier == NULL ) // Madd: quick fix to allow wirecutter/knives
{
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, usGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
+5 -2
View File
@@ -1173,6 +1173,9 @@ UINT16 ReplacementAmmo[][2] =
BOOLEAN ItemIsLegal( UINT16 usItemIndex )
{
//if the user has selected the reduced gun list
if ( Item[usItemIndex].ubCoolness == 0 )
return FALSE;
if( !gGameOptions.fGunNut )
{
//if the item is a gun, or ammo
@@ -7018,11 +7021,11 @@ INT16 GetCamoBonus( OBJECTTYPE * pObj )
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].camobonus * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
bns = (INT16) (Item[pObj->usItem].camobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].camobonus * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].camobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
+7 -2
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@@ -162,8 +162,13 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, UINT16 usMapPo
break;
case KNIFECURS:
ubCursorID = HandleKnifeCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
//Madd: quick hack to make wirecutter cursor appear when using a knife that can cut through wire
if ( Item[ubItemIndex].wirecutters && IsCuttableWireFenceAtGridNo( sTargetGridNo ) && pSoldier->bLevel == 0 )
{
ubCursorID = GOOD_WIRECUTTER_UICURSOR;
}
else
ubCursorID = HandleKnifeCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case AIDCURS:
+5
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@@ -1194,6 +1194,11 @@ BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier )
// 1) Are we attacking with our second hand?
if ( pSoldier->ubAttackingHand == SECONDHANDPOS )
{
if ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].NoSemiAuto ) // Madd: no autofire w/second hand (yet)
{
return( FALSE );
}
if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) )
{
if ( pSoldier->bTeam == gbPlayerNum )
+1 -1
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@@ -381,7 +381,7 @@ void DeleteAniTile( ANITILE *pAniTile )
break;
}
if ( pAniNode->uiFlags & ANITILE_LIGHT )
if ( pAniNode->uiFlags & ANITILE_LIGHT && ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
{
LightSpriteDestroy(pAniNode->lightSprite);
}