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

*	2006/05/04					*
*	Madd Mugsy					*
*	Developed in VS 2003				*
*********************************************************

- Added tile lighting animation effects to tracer bullets, forced muzzle flash on tracers so enemies can see you, regardless of flash suppression
- Re-enabled laptop animation, since Lesh fixed it (I forgot to mention that in my earlier changes :p)




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@54 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-04 13:29:18 +00:00
parent 973325bddc
commit f4bf5fd1f7
10 changed files with 153 additions and 123 deletions
+1
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@@ -61,6 +61,7 @@ typedef struct
ANITILE *pShadowAniTile;
UINT8 ubItemStatus;
UINT16 fromItem;
INT32 flash;
} BULLET;
extern UINT32 guiNumBullets;
+5 -1
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@@ -6637,10 +6637,14 @@ BOOLEAN IsRemoteDetonatorAttached( OBJECTTYPE * pObj )
return( FALSE );
}
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj )
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
//Madd: tracers automatically negate any muzzle flash suppression due to inherent lighting effects
if (Item[pObj->usItem].usItemClass == IC_GUN && AmmoTypes[pObj->ubGunAmmoType].tracerEffect && pSoldier->bDoBurst )
return FALSE;
if (Item[pObj->usItem].hidemuzzleflash )
return TRUE;
+1 -1
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@@ -245,7 +245,7 @@ INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon );
INT8 FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
UINT16 PickARandomLaunchable(UINT16 itemIndex);
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj );
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
BOOLEAN IsDetonator( OBJECTTYPE * pObj );
+1 -1
View File
@@ -198,7 +198,7 @@ void ResetRain()
void GenerateRainDropsList()
{
guiCurrMaxAmountOfRainDrops = (UINT32)BASE_MAXIMUM_DROPS * gbCurrentRainIntensity;
guiCurrMaxAmountOfRainDrops = (UINT32)(BASE_MAXIMUM_DROPS) * gbCurrentRainIntensity;
pRainDrops = (TRainDrop *)MemAlloc( sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
memset( pRainDrops, 0, sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
+1 -1
View File
@@ -2796,7 +2796,7 @@ void EVENT_FireSoldierWeapon( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
// break;
//}
if ( IsFlashSuppressor (&pSoldier->inv[ pSoldier->ubAttackingHand ] ) )
if ( IsFlashSuppressor (&pSoldier->inv[ pSoldier->ubAttackingHand ], pSoldier ) )
pSoldier->fMuzzleFlash = FALSE;
else
pSoldier->fMuzzleFlash = TRUE;
+1 -1
View File
@@ -1737,7 +1737,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
fBuckshot = FALSE;
if (!CREATURE_OR_BLOODCAT( pSoldier ) )
{
if ( IsFlashSuppressor(&pSoldier->inv[ pSoldier->ubAttackingHand ]) )
if ( IsFlashSuppressor(&pSoldier->inv[ pSoldier->ubAttackingHand ], pSoldier ) )
pSoldier->fMuzzleFlash = FALSE;
else
pSoldier->fMuzzleFlash = TRUE;
+2
View File
@@ -409,9 +409,11 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
else if ( pBullet->usFlags & ( BULLET_FLAG_TRACER ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\BULLET_TRACER.STI" );
AniParams.uiFlags |= ANITILE_LIGHT;
}
CreateAnimationTile( &AniParams );
}