- Changed jumping hotkey from >Shift+Mouse Button< to >Ctrl+Shift+Mouse Button<

- "Flexing" idle animation made rare, unless the merc has Show Off personality.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5702 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sandro
2012-11-26 19:01:25 +00:00
parent d3d47da188
commit d60507a020
4 changed files with 43 additions and 10 deletions
+1 -1
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@@ -2058,7 +2058,7 @@ void InitAnimationSurfacesPerBodytype( )
gRandomAnimDefs[ BIGMALE ][ 0 ].sAnimID = BIGBUY_FLEX;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubStartRoll = 0;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubEndRoll = 9;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_SHOWOFF;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
+1
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@@ -24,6 +24,7 @@
#define RANDOM_ANIM_INJURED 0x08
#define RANDOM_ANIM_DRUNK 0x10
#define RANDOM_ANIM_LOOKAROUND 0x20
#define RANDOM_ANIM_SHOWOFF 0x40
#define INJURED_CHANGE_THREASHOLD 30
+21 -9
View File
@@ -6733,12 +6733,7 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
{
return( FALSE );
}*/
if( !(_KeyDown( SHIFT )) )
{
return( FALSE );
}
// Loop through positions...
for (INT8 cnt = 0; cnt < 4; cnt++)
{
@@ -6803,11 +6798,18 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
return( FALSE );
}
// If there's a guy here, and he's not prone, we can't jump over him (maybe the way we hop over fence? lol)
// If there's a guy here, and he's not prone, we can't jump over him (maybe the way we hop over fence when he's crouched? lol)
ubGuyThere = WhoIsThere2( sInBetween, pSoldier->pathing.bLevel );
if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID && gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID )
{
return( FALSE );
if ( gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
{
return( FALSE );
}
else if ( gsCurrentActionPoints == 0 || !fCheckForPath )
{
return( TRUE );
}
}
// Get the height of stuff on the tile, we can only jump over low obstacles like this
@@ -6848,6 +6850,11 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
{
return( FALSE );
}
if( !(_KeyDown( SHIFT ) && _KeyDown( CTRL )) )
{
return( FALSE );
}
// If we got here, we are good to go
return ( TRUE );
@@ -6975,6 +6982,11 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
default:
return( FALSE );
break;
}
if( !(_KeyDown( SHIFT ) && _KeyDown( CTRL )) )
{
return( FALSE );
}
// If we got here, we are good to go
+20
View File
@@ -1804,6 +1804,26 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
continue;
}
}
// If it is lookaround animation, don't play it if we see at least one enemy
if ( pAnimDef->ubFlags & RANDOM_ANIM_SHOWOFF )
{
// enemy on sight, don't pretend we don't see him!
if ( pSoldier->ubProfile != NO_PROFILE )
{
if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait != CHAR_TRAIT_SHOWOFF && Random( 10 ) < 9 )
{
continue;
}
}
else
{
if ( Random( 10 ) < 7 )
{
continue;
}
}
}
// If we are an alternate big guy and have been told to use a normal big merc ani...
//if ( ( pAnimDef->ubFlags & RANDOM_ANIM_FIRSTBIGMERC ) && ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE ) )