Little Alien

- Bug fix: STRAIGHT_RANGE was not initialized properly causing enemies become invisible

Added changes from 2006-05-14 2 by Madd Mugsy

- Added Lesh's Explosion data externalization code for exp. animations, sounds, etc.
- Fixed some armor issues with ceramic plate-type attachments being attached to non-vest slots
- Removed hard coded item indexes from sun goggle / night goggle swapping, now it picks the best possible goggles



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@71 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-18 14:58:18 +00:00
parent d6820d6ef0
commit ca45e66f44
24 changed files with 273 additions and 176 deletions
+7 -6
View File
@@ -951,7 +951,7 @@ INT32 EffectiveArmour( OBJECTTYPE * pObj )
{
INT32 iValue2;
iValue2 = Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection;
iValue2 = Armour[ Item[ pObj->usAttachItem[bPlate] ].ubClassIndex ].ubProtection;
iValue2 = iValue2 * pObj->bAttachStatus[ bPlate ] / 100;
iValue += iValue2;
@@ -1015,12 +1015,12 @@ INT32 ExplosiveEffectiveArmour( OBJECTTYPE * pObj )
iValue *= 3;
}
bPlate = FindAttachment( pObj, CERAMIC_PLATES );
bPlate = FindFirstArmourAttachment( pObj );
if ( bPlate != ITEM_NOT_FOUND )
{
INT32 iValue2;
iValue2 = Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection;
iValue2 = Armour[ Item[ pObj->usAttachItem[bPlate] ].ubClassIndex ].ubProtection;
iValue2 = iValue2 * pObj->bAttachStatus[ bPlate ] / 100;
iValue += iValue2;
@@ -4064,8 +4064,8 @@ INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 u
if (pArmour->usItem != NOTHING)
{
// check plates first
if ( iSlot == VESTPOS )
{
//if ( iSlot == VESTPOS )
//{
// bPlatePos = FindAttachment( pArmour, CERAMIC_PLATES );
bPlatePos = FindFirstArmourAttachment( pArmour);
if (bPlatePos != -1)
@@ -4087,7 +4087,8 @@ INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 u
#endif
}
}
}
//}
// if the plate didn't stop the bullet...
if ( iImpact > iTotalProtection )