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

* HAM 3.6 (by Headrock) *
*************************
- Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days
- For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-20 15:49:46 +00:00
parent 53821fcf49
commit f010769397
120 changed files with 16937 additions and 2200 deletions
+10 -6
View File
@@ -738,9 +738,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// character then didn't trigger the end of boxing record
// (and we know from the if statement above that we're
// still in a boxing state of some sort...)
//TriggerEndOfBoxingRecord( NULL );
// HEADROCK HAM 3.6: This should trigger Darren's script
// HEADROCK HAM 3.6: The NULL here causes issues of non-payment!
TriggerEndOfBoxingRecord( pSoldier );
}
}
@@ -2247,7 +2245,10 @@ if(!is_networked)//hayden
// then call for spotters! Uses up the rest of his turn (whatever
// that may be), but from now on, BLACK AI NPC may radio sightings!
gTacticalStatus.ubSpottersCalledForBy = pSoldier->ubID;
pSoldier->bActionPoints = 0;
// HEADROCK HAM 3.1: This may be causing problems with HAM's lowered AP limit. From now on, we'll check
// whether the soldier has more than 0 APs to begin with.
if (pSoldier->bActionPoints > 0)
pSoldier->bActionPoints = 0;
#ifdef DEBUGDECISIONS
AINameMessage(pSoldier,"calls for spotters!",1000);
@@ -2304,7 +2305,10 @@ if(!is_networked)//hayden
// then call for spotters! Uses up the rest of his turn (whatever
// that may be), but from now on, BLACK AI NPC may radio sightings!
gTacticalStatus.ubSpottersCalledForBy = pSoldier->ubID;
pSoldier->bActionPoints = 0;
// HEADROCK HAM 3.1: This may be causing problems with HAM's lowered AP limit. From now on, we'll check
// whether the soldier has more than 0 APs to begin with.
if (pSoldier->bActionPoints > 0)
pSoldier->bActionPoints = 0;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: calling for sniper spotters");
@@ -3161,7 +3165,7 @@ if(!is_networked)//hayden
// is terribly important if Suppression Shock is enabled.
UINT16 bShock = 0;
if (gGameExternalOptions.fSuppressionShock)
if (gGameExternalOptions.usSuppressionShockEffect > 0 )
{
// If bShock value is greater than (2*ExpLevel + MoraleModifier)*1.5, the target will flee.
bShock = pSoldier->aiData.bShock;