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 -13
View File
@@ -50,17 +50,17 @@ static UINT16 CrouchedShootRocketScript[MAX_FRAMES_PER_ANIM] =
{757,1,2,3,4,5,6,7,8,9,10,11,12,470,430,13,14,15,16,477,17,18,19,20,753,499,999,0,0,0,0};
static UINT16 SwatWithKnifeScript[MAX_FRAMES_PER_ANIM] =
//{1,2,3,4,5,6,7,703,8,9,10,11,704,12,13,14,15,16,17,18,19,501,999,0,0,0,0};
{5,703,6,7,8,9,10,11,704,12,13,14,15,16,501,999,0,0,0,0};//òàêàÿ ïîñëåäîâàòåëüíîñòü ïðåäëàãàåòñÿ â äæà2áèí
{5,703,6,7,8,9,10,11,704,12,13,14,15,16,501,999,0,0,0,0};//such a sequence is available in dzha2bin
static UINT16 SwatBackWithKnifeScript[MAX_FRAMES_PER_ANIM] =
{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
static UINT16 SwatBackWithNothingScript[MAX_FRAMES_PER_ANIM] =
{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
//õç, ìîæåò ïîíàäîáèòñÿ ïðàâèòü öèôðû. ñêðèïò êèäàíèÿ ãðàíàò
//xs, may need to edit the numbers. throwing grenades script
static UINT16 ThrowGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
static UINT16 LobGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
//ïåðåêàò
//Rolls
static UINT16 ROLL_L_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,501,999,0,0,0,0 };
static UINT16 ROLL_R_AnimationScript[MAX_FRAMES_PER_ANIM] = { 14,13,12,11,10,9,8,7,6,5,4,3,2,1,501,999,0,0,0,0 };
@@ -1781,10 +1781,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ BIGMALE ][ SWATTING_WK ] = BGMSWKNIFE;
gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_WK ] = BGMSWKNIFE;
gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_NOTHING ] = BGMNOTHING_SWAT;
//êèäàíèå ãðàíàòû
//Throwing Grenades
gubAnimSurfaceIndex[ BIGMALE ][ THROW_GRENADE_STANCE ] = BGMSTHRG;
gubAnimSurfaceIndex[ BIGMALE ][ LOB_GRENADE_STANCE ] = BGMSLOBG;
//ïåðåêàò
//Rolling
gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_L ] = BGMROLL_PR;
gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_R ] = BGMROLL_PR;
@@ -2182,10 +2182,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ STOCKYMALE ][ SWATTING_WK ] = RGMSWKNIFE;
gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE;
gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT;
//êèäàíèå ãðàíàòû
//Throwing Grenades
gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG;
//ïåðåêàò
//Rolling
gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_L ] = RGMROLL_PR;
gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_R ] = RGMROLL_PR;
@@ -2562,10 +2562,10 @@ void InitAnimationSurfacesPerBodytype( )
gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_NOTHING ] = RGFNOTHING_SWAT;
gubAnimSurfaceIndex[ REGFEMALE ][ SWATTING_WK ] = RGFSWKNIFE;
gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_WK ] = RGFSWKNIFE;
//êèäàíèå ãðàíàòû
//Throwing Grenades
gubAnimSurfaceIndex[ REGFEMALE ][ THROW_GRENADE_STANCE ] = RGFSTHRG;
gubAnimSurfaceIndex[ REGFEMALE ][ LOB_GRENADE_STANCE ] = RGFSLOBG;
//ïåðåêòà
//Rolling
gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_L ] = RGFROLL_PR;
gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_R ] = RGFROLL_PR;
@@ -3247,8 +3247,7 @@ BOOLEAN LoadAnimationStateInstructions( )
return( FALSE );
}
//ddd ïàòàìóøòà âûëåòàåò ïðè ïðåâûøåíèè 320 çíà÷åíèÿ ;(
//ïðèäåòñÿ ìàñòåðèòü âñïîìîãàòåëüíûé ìàññèâ, ïîòîì êîïèðîâàòü åãî ñîäåðæèìîå â ãóñàíèìèíñò
//ddd Trick for loading more than 320 animation files (?)
UINT16 fuckTheBoundz[320][100];
//Read in block
@@ -3265,7 +3264,7 @@ BOOLEAN LoadAnimationStateInstructions( )
memcpy(gusAnimInst[i],fuckTheBoundz[i],sizeof(fuckTheBoundz[i]));
//gusAnimInst[i][0] = fuckTheBoundz[i][0];
//! äëÿ ïåðåãîíêè äæà2áèí â ÷èòàåìûé âèä
// For conversion into readable format (?)
// char gS[22];
// UINT32 uiNumBytesWritten = 64000;
// int ggg[MAX_ANIMATIONS][MAX_FRAMES_PER_ANIM];
@@ -3837,7 +3836,7 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
if ( usAltAnimSurface != INVALID_ANIMATION )
{
//ddd{ ñþäà ñòàâèòü àëüòåðíàòèâíóþ àíèìàøêó äëÿ âûñòðåëà èç ïèñòîëåòà
//ddd Put alternative pistol-shot animations here
/*if ( usAnimSurface == BGMSTANDAIM2 )
{