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
+17 -5
View File
@@ -31,7 +31,8 @@
#endif
// Defines
#define NUM_BULLET_SLOTS 50
// HEADROCK HAM 5: Increasing... with the hope of making spectacular fragmenting explosives.
#define NUM_BULLET_SLOTS 200
// GLOBAL FOR FACES LISTING
@@ -105,7 +106,11 @@ INT32 CreateBullet( UINT8 ubFirerID, BOOLEAN fFake, UINT16 usFlags,UINT16 fromIt
{
pBullet->fReal = TRUE;
// gBullets[ iBullet ].pFirer->bBulletsLeft++;
gTacticalStatus.ubAttackBusyCount++;
// HEADROCK HAM 5: Do not create for explosives.
if (!(Item[fromItem].usItemClass & IC_EXPLOSV))
{
gTacticalStatus.ubAttackBusyCount++;
}
DebugAttackBusy( String( "Creating a new bullet for %d. ABC now %d\n", ubFirerID, gTacticalStatus.ubAttackBusyCount) );
}
@@ -201,7 +206,11 @@ void RemoveBullet( INT32 iBullet )
// DebugAttackBusy( String( "Deleting a bullet for %d. Total count now %d\n", gBullets[ iBullet].ubFirerID, gBullets[ iBullet ].pFirer->bBulletsLeft) );
// Nah, just decrement the attack busy count and be done with it
DebugAttackBusy( String( "Deleting a bullet for %d.\n", gBullets[ iBullet].ubFirerID ) );
ReduceAttackBusyCount( );
// HEADROCK HAM 5: Fragments do not need reducing.
if (gBullets[iBullet].fFragment == false)
{
ReduceAttackBusyCount( );
}
// if ( gBullets[ iBullet ].usFlags & ( BULLET_FLAG_KNIFE ) )
// {
@@ -233,7 +242,8 @@ void RemoveBullet( INT32 iBullet )
void LocateBullet( INT32 iBulletIndex )
{
if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] )
// HEADROCK HAM 5: Do not track fragments. There are too many of them.
if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] && gBullets[ iBulletIndex ].fFragment == false)
{
// Check if a bad guy fired!
if ( gBullets[ iBulletIndex ].ubFirerID != NOBODY )
@@ -353,6 +363,7 @@ void UpdateBullets( )
ManLooksForOtherTeams(gBullets[ uiCount ].pFirer);
}
*/
else
{
pNode = AddStructToTail( gBullets[ uiCount ].sGridNo, BULLETTILE1 );
@@ -364,7 +375,8 @@ void UpdateBullets( )
pNode->sRelativeZ = (INT16) CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrZ ) );
//afp-start - add new tail /tracer
if (gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS])
// HEADROCK HAM 5: No tail for fragments.
if (gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] && gBullets[ uiCount ].fFragment == false)
{
if ((lastX != 0) || (lastY != 0))
{