new feature: soldier profiles allows defining individual names/bodytypes/hair/skin/traits of soldiers and militia. The game will choose randomly from this pool.

WARNING: GameDir revision >= 1672 is required.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6071 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-05-10 23:30:42 +00:00
parent 576866b63e
commit ee416f72bc
18 changed files with 394 additions and 11 deletions
+8 -2
View File
@@ -1270,10 +1270,13 @@ public:
INT32 sMTActionGridNo; // gridno on which we perfrom our multi-turn action
UINT8 usMultiTurnAction; // specifies which multi-turn action we are currently performing, 0: none
INT16 bAIIndex; // PlanFactory from the modularized tactical AI that shall be used
INT16 bAIIndex; // feynman: PlanFactory from the modularized tactical AI that shall be used
UINT16 usSoldierProfile; // Flugente: allow linking to a xml-based profile specifiying name, visuals, traits etc.
// Flugente: Decrease this filler by 1 for each new UINT8 / BOOLEAN variable, so we can maintain savegame compatibility!!
// Note that we also have to account for padding, so you might need to substract more than just the size of the new variables
UINT8 ubFiller[10];
UINT8 ubFiller[8];
#ifdef JA2UB
//ja25
@@ -1563,6 +1566,9 @@ public:
void HandleFlashLights();
UINT8 GetBestEquippedFlashLightRange();
// Flugente: soldier profiles
INT8 GetSoldierProfileType(UINT8 usTeam); // retrieves the correct sub-array
//////////////////////////////////////////////////////////////////////////////
}; // SOLDIERTYPE;