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
+6
View File
@@ -987,6 +987,12 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
continue;
}
// sevenfm: avoid tiles near bombs
if( FindBombNearby(pSoldier, sGridNo, DAY_VISION_RANGE / 8))
{
continue;
}
iPathCost = gubAIPathCosts[AI_PATHCOST_RADIUS + sXOffset][AI_PATHCOST_RADIUS + sYOffset];
/*
// water is OK, if the only good hiding place requires us to get wet, OK