- 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
+27 -2
View File
@@ -40,6 +40,8 @@ void AddRemoveExitGridToUnloadedMapTempFile( UINT32 usGridNo, INT16 sSectorX, IN
void RemoveSavedStructFromMap( INT32 uiMapIndex, UINT16 usIndex );
void AddObjectFromMapTempFileToMap( INT32 uiMapIndex, UINT16 usIndex );
void AddBloodOrSmellFromMapTempFileToMap( MODIFY_MAP *pMap );
// sevenfm
void AddMineFlagFromMapTempFileToMap( MODIFY_MAP *pMap );
void SetSectorsRevealedBit( UINT32 usMapIndex );
void SetMapRevealedStatus();
void DamageStructsFromMapTempFile( MODIFY_MAP * pMap );
@@ -450,7 +452,10 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( )
case SLM_BLOOD_SMELL:
AddBloodOrSmellFromMapTempFileToMap( pMap );
break;
// sevenfm
case SLM_MINE_PRESENT:
AddMineFlagFromMapTempFileToMap( pMap );
break;
case SLM_DAMAGED_STRUCT:
DamageStructsFromMapTempFile( pMap );
break;
@@ -665,8 +670,23 @@ void RemoveSavedStructFromMap( INT32 uiMapIndex, UINT16 usIndex )
}
// sevenfm
void SaveMineFlagFromMapToTempFile()
{
MODIFY_MAP Map;
INT32 cnt;
for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
{
if( gpWorldLevelData[cnt].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
{
memset( &Map, 0, sizeof( MODIFY_MAP ) );
Map.usGridNo = cnt;
Map.ubType = SLM_MINE_PRESENT;
SaveModifiedMapStructToMapTempFile( &Map, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
}
}
void SaveBloodSmellAndRevealedStatesFromMapToTempFile()
{
MODIFY_MAP Map;
@@ -786,6 +806,11 @@ void AddBloodOrSmellFromMapTempFileToMap( MODIFY_MAP *pMap )
gpWorldLevelData[ pMap->usGridNo ].ubSmellInfo = (UINT8)pMap->usSubImageIndex;
}
//sevenfm
void AddMineFlagFromMapTempFileToMap( MODIFY_MAP *pMap )
{
gpWorldLevelData[ pMap->usGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
}
BOOLEAN SaveRevealedStatusArrayToRevealedTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )