*********************************************************

*	2006/05/01					*
*	Madd Mugsy					*
*	Developed in VS 2003				*
*********************************************************

Source:
- Added bullet tracers (& tracerEffect to AmmoTypes.xml)
- Remedied IMP name saving, which didn't seem to upload properly

Data:
- Add bullet_tracer.sti to tilecache (will upload a full data folder w/new images at some point)



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@45 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-01 19:19:45 +00:00
parent 07028a5737
commit dc2b482a8f
12 changed files with 197 additions and 135 deletions
+11 -4
View File
@@ -342,7 +342,7 @@ void HandleTextEvent( UINT32 uiKey )
uiKey == '_' || uiKey == '.' )
{
// if the current string position is at max or great, do nothing
if( iStringPos >= 6 )
if( iStringPos >= 8 )
{
break;
}
@@ -387,6 +387,9 @@ void ProcessPlayerInputActivationString( void )
if( NumberOfMercsOnPlayerTeam() >= 18 )
return;
char charPlayerActivationString[32];
wcstombs(charPlayerActivationString,pPlayerActivationString,32);
//Madd multiple imps if( ( ( wcscmp(pPlayerActivationString, L"XEP624") == 0 ) || ( wcscmp(pPlayerActivationString, L"xep624") == 0 ) )&&( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) &&( LaptopSaveInfo.gfNewGameLaptop < 2 ) )
if( ( ( wcscmp(pPlayerActivationString, L"XEP624") == 0 ) || ( wcscmp(pPlayerActivationString, L"xep624") == 0 ) ) &&( LaptopSaveInfo.gfNewGameLaptop < 2 ) )
{
@@ -397,10 +400,14 @@ void ProcessPlayerInputActivationString( void )
}
//Madd multiple imps else if( ( wcscmp(pPlayerActivationString, L"90210") == 0 ) && ( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) )
// Madd: load characters by name:
else if ( ImpExists( (STR)pPlayerActivationString ) )
else if( wcscmp(pPlayerActivationString, L"90210") == 0 )
{
LoadImpCharacter( (STR)pPlayerActivationString );
LoadImpCharacter( IMP_MERC_FILENAME );
}
// Madd: load characters by name
else if ( ImpExists( charPlayerActivationString ) )
{
LoadImpCharacter( charPlayerActivationString );
}
else