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
+11 -11
View File
@@ -715,21 +715,21 @@ void RenderItemDetails()
gubSummaryItemMode == ITEMMODE_REAL && !(gpWorldItemsSummaryArray[ i ].usFlags & WORLD_ITEM_SCIFI_ONLY) )
{
pItem = &gpWorldItemsSummaryArray[ i ].o;
if( !pItem->bFrequency )
if( !pItem->ItemData.Trigger.BombTrigger.bFrequency )
bFreqIndex = 7;
else if( pItem->bFrequency == PANIC_FREQUENCY )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
bFreqIndex = 0;
else if( pItem->bFrequency == PANIC_FREQUENCY_2 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
bFreqIndex = 1;
else if( pItem->bFrequency == PANIC_FREQUENCY_3 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
bFreqIndex = 2;
else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 1 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 1 )
bFreqIndex = 3;
else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 2 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 2 )
bFreqIndex = 4;
else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 3 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 3 )
bFreqIndex = 5;
else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 4 )
else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 4 )
bFreqIndex = 6;
else
continue;
@@ -754,7 +754,7 @@ void RenderItemDetails()
{
pItem = &gpWorldItemsSummaryArray[ i ].o;
uiExistChance += (100 - gpWorldItemsSummaryArray[ i ].ubNonExistChance) * pItem->ubNumberOfObjects;
uiStatus += pItem->bStatus[0];
uiStatus += pItem->ItemData.Generic.bStatus[0];
uiQuantity += pItem->ubNumberOfObjects;
}
}
@@ -862,7 +862,7 @@ void RenderItemDetails()
{
pItem = &gpPEnemyItemsSummaryArray[ i ];
uiExistChance += 100 * pItem->ubNumberOfObjects;
uiStatus += pItem->bStatus[0];
uiStatus += pItem->ItemData.Generic.bStatus[0];
uiQuantity += pItem->ubNumberOfObjects;
}
}
@@ -934,7 +934,7 @@ void RenderItemDetails()
{
pItem = &gpNEnemyItemsSummaryArray[ i ];
uiExistChance += 100 * pItem->ubNumberOfObjects;
uiStatus += pItem->bStatus[0];
uiStatus += pItem->ItemData.Generic.bStatus[0];
uiQuantity += pItem->ubNumberOfObjects;
}
}