- 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
+18 -5
View File
@@ -936,10 +936,22 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
if ( i != NO_SLOT && Random( 5 ) < SoldierDifficultyLevel( &Soldier ))
{
// start camouflaged
Soldier.bCamo = (INT8)Item[Soldier.inv[ i ].usItem].camobonus;
Soldier.urbanCamo = (INT8)Item[Soldier.inv[ i ].usItem].urbanCamobonus;
Soldier.desertCamo = (INT8)Item[Soldier.inv[ i ].usItem].desertCamobonus;
Soldier.snowCamo = (INT8)Item[Soldier.inv[ i ].usItem].snowCamobonus;
Soldier.bCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].camobonus );
Soldier.urbanCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].urbanCamobonus );
Soldier.desertCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].desertCamobonus );
Soldier.snowCamo = (INT8)__min( gGameExternalOptions.bCamoKitArea, Item[Soldier.inv[ i ].usItem].snowCamobonus );
// silversurfer: With the new balance setting for kit camo we would probably not see camouflaged soldiers anymore
// (the default for gGameExternalOptions.bCamoKitArea is 5 which is less than the required 50 to be shown as camouflaged).
// So let's give him some bonus to worn camo if kit camo is too low.
if ( Soldier.bCamo > 0 )
Soldier.wornCamo = __max(0, ( 50 - Soldier.bCamo ) );
if ( Soldier.urbanCamo > 0 )
Soldier.wornUrbanCamo = __max(0, ( 50 - Soldier.urbanCamo ) );
if ( Soldier.desertCamo > 0 )
Soldier.wornDesertCamo = __max(0, ( 50 - Soldier.desertCamo ) );
if ( Soldier.snowCamo > 0 )
Soldier.wornSnowCamo = __max(0, ( 50 - Soldier.snowCamo ) );
}
}
}
@@ -1224,7 +1236,8 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR
if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT ) )
{
// set camouflaged to 100 automatically
pSoldier->bCamo = 100;
// silversurfer: No, set it to the new limit for camo kits.
pSoldier->bCamo = gGameExternalOptions.bCamoKitArea; // 100
}
//if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED ) )
//{