- New camo handling:

Camo Kits can now only be used to paint naked skin which usually means face and hands. Clothing will take care of the rest Together they can reach 100% camo.
CAMO_KIT_USABLE_AREA = 5 in Ja2_Options.ini sets the area that can be painted.

CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
These two set the amount of camo that armor vest/pants can provide if LBE is worn over them.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327902/Re_Code_Snippets.html#Post327902

- New Mine avoidance for civilians (by Sevenfm)
Civilians can now avoid player placed mines.
CIVILIANS_AVOID_PLAYER_MINES = TRUE in Ja2_Options.INI takes care of that. I set the default to TRUE which will allow players to use mine fields in city sectors.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327817/Re_Code_Snippets.html#Post327817

- Smoke effects and explosive attachments (by Sevenfm)
Normal explosions can now cause a smoke effect. Explosives can be attached to other exlosives to create a more potent bundle. Ja2_Options.INI has some new options for that:
ADD_SMOKE_AFTER_EXPLOSION = FALSE
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327918/Re_Code_Snippets.html#Post327918


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6582 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-11-11 12:51:33 +00:00
parent c2549bf279
commit d7fa19068f
18 changed files with 379 additions and 172 deletions
+24 -12
View File
@@ -1254,13 +1254,16 @@ void HourlyCamouflageUpdate( void )
{
if( pSoldier->bCamo > 0 )
{
// first limit camo to valid values
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->bCamo -= 2;
pSoldier->bCamo -= 1; // 2
if (pSoldier->bCamo <= 0)
{
@@ -1278,13 +1281,16 @@ void HourlyCamouflageUpdate( void )
}
if( pSoldier->urbanCamo > 0 )
{
// first limit camo to valid values
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->urbanCamo -= 2;
pSoldier->urbanCamo -= 1; // 2
if (pSoldier->urbanCamo <= 0)
{
@@ -1302,13 +1308,16 @@ void HourlyCamouflageUpdate( void )
}
if( pSoldier->desertCamo > 0 )
{
// first limit camo to valid values
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->desertCamo -= 2;
pSoldier->desertCamo -= 1; // 2
if (pSoldier->desertCamo <= 0)
{
@@ -1326,13 +1335,16 @@ void HourlyCamouflageUpdate( void )
}
if( pSoldier->snowCamo > 0 )
{
// first limit camo to valid values
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
{
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
}
else
pSoldier->snowCamo -= 2;
pSoldier->snowCamo -= 1; // 2
if (pSoldier->snowCamo <= 0)
{
@@ -1355,7 +1367,7 @@ void HourlyCamouflageUpdate( void )
// SANDRO - different types of Camouflaged trait have been merged together
if( ( pSoldier->bCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->bCamo -= 2;
pSoldier->bCamo -= 1; // 2
if (pSoldier->bCamo <= 0)
{
pSoldier->bCamo = 0;
@@ -1372,7 +1384,7 @@ void HourlyCamouflageUpdate( void )
}
if( ( pSoldier->urbanCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->urbanCamo -= 2;
pSoldier->urbanCamo -= 1; // 2
if (pSoldier->urbanCamo <= 0)
{
pSoldier->urbanCamo = 0;
@@ -1389,7 +1401,7 @@ void HourlyCamouflageUpdate( void )
}
if( ( pSoldier->desertCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->desertCamo -= 2;
pSoldier->desertCamo -= 1; // 2
if (pSoldier->desertCamo <= 0)
{
pSoldier->desertCamo = 0;
@@ -1406,7 +1418,7 @@ void HourlyCamouflageUpdate( void )
}
if( ( pSoldier->snowCamo > 0) && ( !( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT) ) ) )
{
pSoldier->snowCamo -= 2;
pSoldier->snowCamo -= 1; // 2
if (pSoldier->snowCamo <= 0)
{
pSoldier->snowCamo = 0;