Externalizations (by Buggler)

- Queen Palace & Interrogate meanwhile stuff
- Initial POW stuff in Alma
- Sectors for triggering Meduna outskirts meanwhile scene
- Add Iggy to location when game progress condition met
- Add Rat to location after creature meanwhile scene

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6479 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-10-11 06:55:31 +00:00
parent 3ab6da635f
commit f72e4424eb
11 changed files with 159 additions and 78 deletions
+7 -7
View File
@@ -3352,18 +3352,18 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
// Target a different merc....
if ( usActionCode == NPC_ACTION_PUNCH_PC_SLOT_0 )
{
sGridNo = gsInterrogationGridNo[ 0 ];
//pTarget = MercPtrs[ 0 ];
sGridNo = gModSettings.iMeanwhileInterrogatePOWGridNo[ 0 ];
}
else if ( usActionCode == NPC_ACTION_PUNCH_PC_SLOT_1 )
{
//pTarget = MercPtrs[ 1 ];
sGridNo = gsInterrogationGridNo[ 1 ];
sGridNo = gModSettings.iMeanwhileInterrogatePOWGridNo[ 1 ];
}
else //if ( usActionCode == NPC_ACTION_PUNCH_PC_SLOT_2 )
{
//pTarget = MercPtrs[ 2 ];
sGridNo = gsInterrogationGridNo[ 2 ];
sGridNo = gModSettings.iMeanwhileInterrogatePOWGridNo[ 2 ];
}
ubTargetID = WhoIsThere2( sGridNo, 0 );
@@ -3473,7 +3473,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
for ( cnt = 0; cnt < 3; cnt++ )
{
ubTargetID = WhoIsThere2( gsInterrogationGridNo[ cnt ], 0 );
ubTargetID = WhoIsThere2( gModSettings.iMeanwhileInterrogatePOWGridNo[ cnt ], 0 );
if ( ubTargetID == NOBODY )
{
continue;
@@ -4132,9 +4132,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
case NPC_ACTION_ADD_RAT:
// add Rat
gMercProfiles[ RAT ].sSectorX = 9;
gMercProfiles[ RAT ].sSectorY = MAP_ROW_G;
gMercProfiles[ RAT ].bSectorZ = 0;
gMercProfiles[ RAT ].sSectorX = gModSettings.ubAddRatSectorX; //9
gMercProfiles[ RAT ].sSectorY = gModSettings.ubAddRatSectorY; //7
gMercProfiles[ RAT ].bSectorZ = gModSettings.ubAddRatSectorZ; //0
break;
case NPC_ACTION_ENDGAME_STATE_1: