Significant overhaul on handling doors regarding to noise:

- significantly increased base noise volume of opening or closing doors
- adjusted the noise volume based on type of the door (metal louder etc.)
- can with string adds +4 points to the noise volume and disallows to use stealth to prevent any noise
- removed the code for movement noise from door handling and replaced it with simpler stealth check
- noise will now come from GridNo of doors, not soldier opening them
- disabled terrain check when the noise comes from doors
- fixed doors always playing sound of closing even when there was no noise (stealth mode)
- whether game plays sounds of opening/closing doors will now be based on whether any of player mercs heard it or not
- game will now show doors being opened/closed if any of our mercs heard it
- disabled the message for player about soldiers hearing noise from doors being opened/closed (no point imo when player can hear it)
- added locator ping when someone opens doors with can with string attached on them

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9056 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Shadooow
2021-05-27 23:32:50 +00:00
parent 95f4db9758
commit e0e45b83cd
3 changed files with 181 additions and 114 deletions
+2 -2
View File
@@ -2141,8 +2141,8 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT );
InitOpplistForDoorOpening();
MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, gpWorldLevelData[pSoldier->sGridNo].ubTerrainID, pSoldier->ubDoorOpeningNoise, NOISE_CREAKING );
//shadooow: this has been moved inside HandleDoorsOpenClose
//MakeNoise( pSoldier->ubID, pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel, gpWorldLevelData[pSoldier->sGridNo].ubTerrainID, pSoldier->ubDoorOpeningNoise, NOISE_CREAKING );
// gfDelayResolvingBestSighting = FALSE;
gubInterruptProvoker = pSoldier->ubID;