- 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
+1 -1
View File
@@ -2708,7 +2708,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
}
*/
IgniteExplosion( pObject->ubOwner, (INT16)pObject->Position.x, (INT16)pObject->Position.y, sZ, pObject->sGridNo, pObject->Obj.usItem, GET_OBJECT_LEVEL( pObject->Position.z - CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ) ) );
IgniteExplosion( pObject->ubOwner, (INT16)pObject->Position.x, (INT16)pObject->Position.y, sZ, pObject->sGridNo, pObject->Obj.usItem, GET_OBJECT_LEVEL( pObject->Position.z - CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ) ), DIRECTION_IRRELEVANT, &pObject->Obj );
}
else if ( Item[ pObject->Obj.usItem ].usItemClass == IC_BOMB ) //if ( pObject->Obj.usItem == MORTAR_SHELL )
{