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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
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+19
-2
@@ -5729,6 +5729,8 @@ void ExitCombatMode( )
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EndTopMessage( );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Exit combat mode");// arynn : add forced turn mode
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// OK, we have exited combat mode.....
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// Reset some flags for no aps to move, etc
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@@ -5746,7 +5748,21 @@ void ExitCombatMode( )
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if ( pSoldier->flags.fNoAPToFinishMove && pSoldier->stats.bLife >= OKLIFE )
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{
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pSoldier->AdjustNoAPToFinishMove( FALSE );
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pSoldier->SoldierGotoStationaryStance( );
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// arynn : fix lower ready weapons
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//previously "ready weapon" state was being dropped in a couple of cases
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//the fix involves bypassing the reset animation state for the various "ready weapon" types
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//since this is a reset animation function, we should be VERY specific about when and what we dont reset
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UINT16 test;
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test = pSoldier->usAnimState;
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if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH ||
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test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND ||
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test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE
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))
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{
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pSoldier->SoldierGotoStationaryStance( );
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}// arynn : fix lower ready weapon end_if
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}
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//Cancel pending events
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@@ -6082,7 +6098,8 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
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// If we have reach a point where a cons. number of turns gone by....
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if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
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//if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
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if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])// arynn : add forced turn mode
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{
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if(is_networked && !getReal)//hayden
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