Fix for AI seeking climb point in toxic gas

Fix for civilians trying to climb the roof to seek noise
Fix for punching and stabbing
Transparent change: Gave names to anonymous structs in OBJECTTYPE


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1225 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-08-18 19:03:20 +00:00
parent 29b883f59d
commit fccef1faea
60 changed files with 921 additions and 887 deletions
+10 -10
View File
@@ -704,27 +704,27 @@ void BuildTriggerName( OBJECTTYPE *pItem, STR16 szItemName )
{
if( pItem->usItem == SWITCH )
{
if( pItem->bFrequency == PANIC_FREQUENCY )
if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
swprintf( szItemName, L"Panic Trigger1" );
else if( pItem->bFrequency == PANIC_FREQUENCY_2 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
swprintf( szItemName, L"Panic Trigger2" );
else if( pItem->bFrequency == PANIC_FREQUENCY_3 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
swprintf( szItemName, L"Panic Trigger3" );
else
swprintf( szItemName, L"Trigger%d", pItem->bFrequency - 50 );
swprintf( szItemName, L"Trigger%d", pItem->ItemData.Trigger.BombTrigger.bFrequency - 50 );
}
else
{ //action item
if( pItem->bDetonatorType == BOMB_PRESSURE )
if( pItem->ItemData.Trigger.bDetonatorType == BOMB_PRESSURE )
swprintf( szItemName, L"Pressure Action" );
else if( pItem->bFrequency == PANIC_FREQUENCY )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
swprintf( szItemName, L"Panic Action1" );
else if( pItem->bFrequency == PANIC_FREQUENCY_2 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
swprintf( szItemName, L"Panic Action2" );
else if( pItem->bFrequency == PANIC_FREQUENCY_3 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
swprintf( szItemName, L"Panic Action3" );
else
swprintf( szItemName, L"Action%d", pItem->bFrequency - 50 );
swprintf( szItemName, L"Action%d", pItem->ItemData.Trigger.BombTrigger.bFrequency - 50 );
}
}
@@ -818,7 +818,7 @@ void RenderSelectedItemBlownUp()
}
else if( Item[ gpItem->usItem ].usItemClass == IC_KEY )
{
swprintf( szItemName, L"%S", LockTable[ gpItem->ubKeyID ].ubEditorName );
swprintf( szItemName, L"%S", LockTable[ gpItem->ItemData.Key.ubKeyID ].ubEditorName );
}
else
{