Space Viking's many mercs changes plus numerous generic bug fixes

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
SpaceViking
2009-01-15 01:26:13 +00:00
parent f64f58fbf8
commit f26095d86f
138 changed files with 3493 additions and 3265 deletions
+25 -10
View File
@@ -8416,39 +8416,54 @@ UINT16 GetFirstExplosiveOfType(UINT16 expType)
return 0;
}
OBJECTTYPE* FindSunGogglesInInv( SOLDIERTYPE * pSoldier )
// WDS - Smart goggle switching
OBJECTTYPE* FindSunGogglesInInv( SOLDIERTYPE * pSoldier, BOOLEAN searchAllInventory )
{
INT8 bLoop;
INT16 bonusToBeat = 0;
OBJECTTYPE* pGoggles = 0;
// CHRISL:
for (bLoop = HANDPOS; bLoop < NUM_INV_SLOTS; bLoop++)
{
for (bLoop = (searchAllInventory ? HELMETPOS : HANDPOS); bLoop < NUM_INV_SLOTS; bLoop++) {
if ( pSoldier->inv[bLoop].exists() == true ) {
if (Item[pSoldier->inv[bLoop].usItem].brightlightvisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE )
{
if (Item[pSoldier->inv[bLoop].usItem].brightlightvisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE ) {
pGoggles = &(pSoldier->inv[bLoop]);
bonusToBeat = Item[pSoldier->inv[bLoop].usItem].brightlightvisionrangebonus;
}
if (searchAllInventory) {
OBJECTTYPE* pObj = &(pSoldier->inv[bLoop]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[ iter->usItem ].brightlightvisionrangebonus > bonusToBeat && Item[ iter->usItem ].usItemClass == IC_FACE ) {
pGoggles = &(*iter);
bonusToBeat = Item[ iter->usItem ].brightlightvisionrangebonus;
}
}
}
}
}
return( pGoggles );
}
OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier )
OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier, BOOLEAN searchAllInventory )
{
INT8 bLoop;
INT16 bonusToBeat = 0;
OBJECTTYPE* pGoggles = 0;
// CHRISL:
for (bLoop = HANDPOS; bLoop < NUM_INV_SLOTS; bLoop++)
{
for (bLoop = (searchAllInventory ? HELMETPOS : HANDPOS); bLoop < NUM_INV_SLOTS; bLoop++) {
if ( pSoldier->inv[bLoop].exists() == true ) {
if (Item[pSoldier->inv[bLoop].usItem].nightvisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE )
{
if (Item[pSoldier->inv[bLoop].usItem].nightvisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE ) {
pGoggles = &(pSoldier->inv[bLoop]);
bonusToBeat = Item[pSoldier->inv[bLoop].usItem].nightvisionrangebonus;
}
if (searchAllInventory) {
OBJECTTYPE* pObj = &(pSoldier->inv[bLoop]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[ iter->usItem ].nightvisionrangebonus > bonusToBeat && Item[ iter->usItem ].usItemClass == IC_FACE ) {
pGoggles = &(*iter);
bonusToBeat = Item[ iter->usItem ].nightvisionrangebonus;
}
}
}
}
}
return( pGoggles );