- Fix: negative values for ExplosionSoundID or AltExplosionSoundID in ExplosionData.xml cause a game crash, even though negative values are intended

- armed vehicles always get the 'mounted' bonus for their guns
- removed unused code
- increased ASD starting resources

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8115 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-03-21 20:07:56 +00:00
parent 9e97538d89
commit be346d07ef
9 changed files with 37 additions and 95 deletions
+23 -28
View File
@@ -483,7 +483,7 @@ void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion )
UINT16 usItem;
UINT8 ubTerrainType;
INT8 bLevel;
UINT32 uiSoundID;
INT32 sSoundID;
ANITILE_PARAMS AniParams;
@@ -568,36 +568,30 @@ void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion )
{
pExplosion->iLightID = LightSpriteCreate("FLSHBANG.LHT", 0 );
}
else
// generic light
// DO ONLY IF WE'RE AT A GOOD LEVEL
if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
{
pExplosion->iLightID = LightSpriteCreate("L-R04.LHT", 0 );
}
// generic light
// DO ONLY IF WE'RE AT A GOOD LEVEL
else if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
{
pExplosion->iLightID = LightSpriteCreate("L-R04.LHT", 0 );
}
if( pExplosion->iLightID != -1 )
{
LightSpritePower ( pExplosion->iLightID, TRUE );
LightSpriteRoofStatus( pExplosion->iLightID, pExplosion->Params.bLevel );
LightSpritePosition ( pExplosion->iLightID, (INT16)(sX/CELL_X_SIZE), (INT16)(sY/CELL_Y_SIZE) );
}
if( pExplosion->iLightID != -1 )
{
LightSpritePower ( pExplosion->iLightID, TRUE );
LightSpriteRoofStatus( pExplosion->iLightID, pExplosion->Params.bLevel );
LightSpritePosition ( pExplosion->iLightID, (INT16)(sX/CELL_X_SIZE), (INT16)(sY/CELL_Y_SIZE) );
}
// Lesh: sound randomization
uiSoundID = gExpAniData[ ubTypeID ].uiExplosionSoundID;
// Lesh: sound randomization
sSoundID = gExpAniData[ubTypeID].sExplosionSoundID;
if ( gExpAniData[ ubTypeID ].uiAltExplosionSoundID != NO_ALT_SOUND )
{
// Randomize
if ( Random( 2 ) == 0 )
{
uiSoundID = gExpAniData[ ubTypeID ].uiAltExplosionSoundID;
}
}
// Lesh: sound randomization ends
PlayJA2Sample( uiSoundID, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
// Randomize
if ( gExpAniData[ubTypeID].sAltExplosionSoundID > NO_ALT_SOUND && (Random( 2 ) || sSoundID < 0) )
sSoundID = gExpAniData[ubTypeID].sAltExplosionSoundID;
// Lesh: sound randomization ends
if ( sSoundID > NO_ALT_SOUND )
PlayJA2Sample( sSoundID, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
@@ -1632,8 +1626,9 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
sNewWoundAmt = (INT16)(((sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageBonusPercentForHW * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT ))) / 100) + 0.5); // +15%
}
}
// adjust damage resistance of TANKS
if ( ARMED_VEHICLE( pSoldier ) && gGameOptions.fNewTraitSystem )
if ( TANK( pSoldier ) && gGameOptions.fNewTraitSystem )
{
sNewWoundAmt = (INT16)(sNewWoundAmt * (100 - gSkillTraitValues.bTanksDamageResistanceModifier) / 100);
// another half of this for ordinary grenades