- 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
+9 -8
View File
@@ -900,7 +900,6 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->bAIScheduleProgress = src.bAIScheduleProgress;
this->sOffWorldGridNo = src.sOffWorldGridNo;
this->pAniTile = src.pAniTile;
this->bCamo = src.bCamo;
this->sAbsoluteFinalDestination = src.sAbsoluteFinalDestination;
this->ubHiResDirection = src.ubHiResDirection;
this->ubHiResDesiredDirection = src.ubHiResDesiredDirection;
@@ -997,16 +996,18 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
this->lastFlankSpot = src.lastFlankSpot;
this->sniper = src.sniper;
this->origDir = src.origDir;
this->wornCamo = src.wornCamo;
this->urbanCamo = src.urbanCamo; // Madd: new camo types
this->wornUrbanCamo = src.wornUrbanCamo;
this->bCamo = __min( gGameExternalOptions.bCamoKitArea, src.bCamo);
this->wornCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornCamo );
this->desertCamo = src.desertCamo;
this->wornDesertCamo = src.wornDesertCamo;
this->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, src.urbanCamo); // Madd: new camo types
this->wornUrbanCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornUrbanCamo );
this->snowCamo = src.snowCamo;
this->wornSnowCamo = src.wornSnowCamo;
this->desertCamo = __min( gGameExternalOptions.bCamoKitArea, src.desertCamo);
this->wornDesertCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornDesertCamo );
this->snowCamo = __min( gGameExternalOptions.bCamoKitArea, src.snowCamo);
this->wornSnowCamo = __min( ( 100 - gGameExternalOptions.bCamoKitArea ), src.wornSnowCamo );
this->bScopeMode = USE_BEST_SCOPE;