New feature: delayed grenade explosions:

- use transformation menu to change explosion mode
- only Normal/Stun/Flashbang type grenades can be delayed
- AI soldiers will avoid staying close to armed grenades\explosives
- use option DELAYED_GRENADE_EXPLOSION to make all hand\GL grenades work as delayed
- new value AP_GRENADE_MODE = 4 in APBPConstants.ini
- new item flag DELAYED_GRENADE_EXPLOSION

Other changes:
- fixed call to sqrt in DrawExplosionWarning() that prevented compiling in VS2010
- correctly update interface after transformations
- PATHAI: AI soldiers will skip gassed tiles if not in gas already
- InGas check: AI soldiers will avoid mustard gas even when wearing gas mask
- Yellow AI: added check to avoid gas/water/bomb using FindNearestUngassedLand
- gas/flare grenades will always explode instantly even when in bad state
- LegalNPCDestination: locations near armed bombs are not legal
- FindBestNearbyCover: avoid locations near armed bombs

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8324 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2016-10-18 12:39:06 +00:00
parent 926b9d9e5c
commit e9a1f4b352
23 changed files with 365 additions and 87 deletions
+1 -1
View File
@@ -636,7 +636,7 @@ void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
{
for ( INT32 y = yl; y <= yh; ++y )
{
FLOAT diff = std::sqrt( (sScreenX - x) * (sScreenX - x) + 2 * (sScreenY - y) * (sScreenY - y) );
FLOAT diff = std::sqrt( (FLOAT)((sScreenX - x) * (sScreenX - x) + 2 * (sScreenY - y) * (sScreenY - y)) );
if ( radius_inner <= diff && diff <= radius_outer )
{