HAM5.5b2 merged in!

Notes:
-There may still be bugs!! (In fact, I almost guarantee it -- there's
-Ammo box code added to HR's crate code
-Splitting a crate/box also automatically refills half empty magazines
-new pathing arrows for map screen not included
-code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed.
-lots of gobledy gook (chinese?) comments turned back to english
-also added Bob's popups
-other languages besides english still need to have there language.cpp files updated with array changes
-AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-04-10 23:45:46 +00:00
parent ab3412e5ed
commit c845f9f117
72 changed files with 10737 additions and 2362 deletions
@@ -12,6 +12,9 @@
// whether we are showing the inventory pool graphic
extern BOOLEAN fShowMapInventoryPool;
// HEADROCK HAM 5: Flag telling us whether we've already redrawn the screen to show
// sector inventory sale prices.
extern UINT8 gubRenderedMapInventorySalePrices;
// load inventory pool graphic
BOOLEAN LoadInventoryPoolGraphic( void );
@@ -21,6 +24,8 @@ void RemoveInventoryPoolGraphic( void );
// blit the inventory graphic
void BlitInventoryPoolGraphic( void );
// HEADROCK HAM 5: Blit map inventory slots
void BlitInventoryPoolSlotGraphics( void );
// which buttons in map invneotyr panel?
void HandleButtonStatesWhileMapInventoryActive( void );
@@ -52,6 +57,8 @@ extern INT32 sObjectSourceGridNo;
extern INT32 iCurrentInventoryPoolPage;
extern INT32 iLastInventoryPoolPage;
extern BOOLEAN fMapInventoryItemCompatable[ ];
// HEADROCK HAM 5: Same idea as above, this flags items as being candidates for appearing in Zoomed mode.
extern BOOLEAN gfMapInventoryItemToZoom[ ];
extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );