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synced 2026-08-12 14:10:23 +02:00
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:
+25
-11
@@ -80,10 +80,11 @@ class SOLDIERTYPE;
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#define DROP_LENGTH_CHANGE_RATE 0.1f
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#define DROP_LENGTH_RAND 2.0f
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#define BASE_DROP_SPEED 7.0f
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#define DROP_SPEED_RANGE 3.5f
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#define DROP_SPEED_CHANGE_RATE 0.1f
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#define DROP_SPEED_RAND 5.0f
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// HEADROCK HAM 5 X: Externalized for snow.
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FLOAT BASE_DROP_SPEED;
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FLOAT DROP_SPEED_RANGE;
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FLOAT DROP_SPEED_CHANGE_RATE;
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FLOAT DROP_SPEED_RAND;
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UINT32 guiMaxRainDrops = 79;
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@@ -203,11 +204,18 @@ void ResetRain()
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pRainDrops = NULL;
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}
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// Rain
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BASE_DROP_SPEED = 7.0f;
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DROP_SPEED_RANGE = 3.5f;
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DROP_SPEED_CHANGE_RATE = 0.1f;
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DROP_SPEED_RAND = 5.0f;
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guiCurrMaxAmountOfRainDrops = 0;
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}
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void GenerateRainDropsList()
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{
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// HEADROCK HAM 5 XMAS: More snow than rain.
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guiCurrMaxAmountOfRainDrops = (UINT32)(BASE_MAXIMUM_DROPS) * gbCurrentRainIntensity;
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pRainDrops = (TRainDrop *)MemAlloc( sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
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@@ -415,6 +423,7 @@ void RenderRainOnSurface()
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if( !pCurr->fAlive )continue;
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// Rain
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LineDraw( TRUE, (int)pCurr->fpX, (int)pCurr->fpY, (int)pCurr->fpX + (int)pCurr->fpEndRelX, (int)(pCurr->fpY + pCurr->fpEndRelY), sDropsColor, pDestBuf );
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}
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@@ -427,14 +436,19 @@ void GenerateRainMaximums()
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{
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fpMinDropAngleOfFalling = 45;
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fpMaxDropAngleOfFalling = 135;
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}else
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if( Random( 2 ) )
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}
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else
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{
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fpMinDropAngleOfFalling = 20;
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fpMaxDropAngleOfFalling = 70;
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}else{
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fpMinDropAngleOfFalling = 110;
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fpMaxDropAngleOfFalling = 160;
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if( Random( 2 ) )
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{
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fpMinDropAngleOfFalling = 20;
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fpMaxDropAngleOfFalling = 70;
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}
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else
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{
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fpMinDropAngleOfFalling = 110;
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fpMaxDropAngleOfFalling = 160;
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}
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}
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fpCurrDropAngleOfFalling = fpMinDropAngleOfFalling + Random( (UINT32)(fpMaxDropAngleOfFalling - fpMinDropAngleOfFalling) );
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