- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)

o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-05-29 22:49:17 +00:00
parent 744ce2ee9c
commit c90f4bce47
73 changed files with 4481 additions and 609 deletions
+4 -4
View File
@@ -844,7 +844,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
{
for(INT16 i = 0; i < pObj->ubNumberOfObjects; ++i) // ... there might be multiple items here (item stack), so for each one ...
{
FLOAT newguntemperature = 0.0;
FLOAT newguntemperature = 0.0f;
if ( !fSetZero && gGameExternalOptions.fSetZeroUponNewSector )
{
@@ -855,7 +855,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
if ( Item[gWorldItems[ uiCount ].object.usItem].barrel == TRUE ) // ... a barrel lying around cools down a bit faster ...
cooldownfactor *= gGameExternalOptions.iCooldownModificatorLonelyBarrel;
newguntemperature = max(0.0, guntemperature - cooldownfactor); // ... calculate new temperature ...
newguntemperature = max(0.0f, guntemperature - cooldownfactor); // ... calculate new temperature ...
}
(*pObj)[i]->data.bTemperature = newguntemperature; // ... set new temperature
@@ -869,7 +869,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
{
if ( iter->exists() && Item[ iter->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER) )
{
FLOAT newtemperature = 0.0;
FLOAT newtemperature = 0.0f;
if ( !fSetZero && gGameExternalOptions.fSetZeroUponNewSector )
{
@@ -877,7 +877,7 @@ void CoolDownWorldItems( BOOLEAN fSetZero )
FLOAT cooldownfactor = GetItemCooldownFactor( &(*iter) ); // ... get cooldown factor ...
newtemperature = max(0.0, temperature - cooldownfactor); // ... calculate new temperature ...
newtemperature = max(0.0f, temperature - cooldownfactor); // ... calculate new temperature ...
}
(*iter)[i]->data.bTemperature = newtemperature; // ... set new temperature