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

*	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
+7 -3
View File
@@ -3534,6 +3534,10 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( AmmoTypes[ pFirer->inv[pFirer->ubAttackingHand].ubGunAmmoType ].tracerEffect && pFirer->bDoBurst )
{
usBulletFlags |= BULLET_FLAG_TRACER;
}
ubImpact =(UINT8) GetDamage(&pFirer->inv[pFirer->ubAttackingHand]);
// if (!fFake)
@@ -4196,7 +4200,7 @@ void MoveBullet( INT32 iBullet )
return;
}
if ( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT ) )
if ( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_TRACER ) )
{
INT8 bStepsPerMove = STEPS_FOR_BULLET_MOVE_TRAILS;
@@ -4481,11 +4485,11 @@ void MoveBullet( INT32 iBullet )
pBullet->iCurrCubesZ = CONVERT_HEIGHTUNITS_TO_INDEX( FIXEDPT_TO_INT32( pBullet->qCurrZ ) );
pBullet->iLoop++;
if ( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT ) )
if ( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_TRACER ) )
{
INT8 bStepsPerMove = STEPS_FOR_BULLET_MOVE_TRAILS;
if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE ) )
if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TRACER ) )
{
bStepsPerMove = STEPS_FOR_BULLET_MOVE_SMALL_TRAILS;
}