- added ini option to turn off eating sounds

- morale now influences surrender strength
- placing prisoners now accounts for missing xml values
- damaging a building with eplosives alters loyalty depending on attacker's team

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5899 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-03-05 21:26:58 +00:00
parent 88cb595c23
commit ce0a49e4b4
6 changed files with 60 additions and 25 deletions
+7 -1
View File
@@ -273,7 +273,7 @@ void RecountExplosions( void )
}
extern void HandleLoyaltyForDemolitionOfBuilding( SOLDIERTYPE *pSoldier, INT16 sPointsDmg );
// GENERATE EXPLOSION
void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel, UINT8 ubDirection )
@@ -357,6 +357,12 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
GenerateExplosion( &ExpParams );
// Flugente: if the explosion occured in a building, this might lower loyalty in town
if ( Item[ usItem ].usItemClass & IC_EXPLOSV && ubOwner != NOBODY && ubOwner < 255 )
{
HandleLoyaltyForDemolitionOfBuilding( MercPtrs[ubOwner], Explosive[ Item[ usItem ].ubClassIndex ].ubDamage );
}
// HEADROCK HAM 5.1: Launch fragments from the explosion.
if (Explosive[ Item[ usItem ].ubClassIndex ].usNumFragments > 0 )
{