Updates / Fixes by Arynn

- Fixed: Mercs randomly drop aimed weapons automatically under some weird circumstances 
- Fixed: Merc are now a little more "talkactive"
- Update: New option screen with "Next" and "Prev" button. This allows "unlimited" of options in the option screen
- New: New "Forced turn base mode" option in the option screen and also available via keyboard shortcut (CTRL+ALT+SHIFT+T) in tactical.
This forces the game to go in turn based mode when there are enemies in the sector.

INFO: There is a new STI Graphic (OPTIONSCREENADDONS2.sti) which is needed for the updated option screen.
You can download the file from http://ja2.h758491.serverkompetenz.net/Wanne/NewOptionScreen/OPTIONSCREENADDONS2.sti
Put this file in your Data\Interface folder. If I build a new release I will upload the file to SVN GameDir and then remove it from my private download folder.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-02-28 09:16:25 +00:00
parent a64a66bdf3
commit c4e483539f
18 changed files with 619 additions and 278 deletions
+19 -2
View File
@@ -5729,6 +5729,8 @@ void ExitCombatMode( )
EndTopMessage( );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Exit combat mode");// arynn : add forced turn mode
// OK, we have exited combat mode.....
// Reset some flags for no aps to move, etc
@@ -5746,7 +5748,21 @@ void ExitCombatMode( )
if ( pSoldier->flags.fNoAPToFinishMove && pSoldier->stats.bLife >= OKLIFE )
{
pSoldier->AdjustNoAPToFinishMove( FALSE );
pSoldier->SoldierGotoStationaryStance( );
// arynn : fix lower ready weapons
//previously "ready weapon" state was being dropped in a couple of cases
//the fix involves bypassing the reset animation state for the various "ready weapon" types
//since this is a reset animation function, we should be VERY specific about when and what we dont reset
UINT16 test;
test = pSoldier->usAnimState;
if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH ||
test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND ||
test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE
))
{
pSoldier->SoldierGotoStationaryStance( );
}// arynn : fix lower ready weapon end_if
}
//Cancel pending events
@@ -6082,7 +6098,8 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
// If we have reach a point where a cons. number of turns gone by....
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
//if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])// arynn : add forced turn mode
{
if(is_networked && !getReal)//hayden