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
+12 -1
View File
@@ -1741,6 +1741,11 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
PrepareEnemyForSectorBattle();
}
for (int i=0; i<TOTAL_SOLDIERS; i++)
{
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
}
if( gubNumCreaturesAttackingTown && !gbWorldSectorZ &&
gubSectorIDOfCreatureAttack == SECTOR( gWorldSectorX, gWorldSectorY ) )
{
@@ -1755,7 +1760,7 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// Check for helicopter being on the ground in this sector...
HandleHelicopterOnGroundGraphic( );
// 0verhaul: Okay, it is apparent that the enemies are not reset incorrectly. So I will now try to add symmetry
// 0verhaul: Okay, it is apparent that the enemies are not reset correctly. So I will now try to add symmetry
// between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector
// is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful
// to lose a battle with one group of mercs, then bring in another group without changing to another sector to see
@@ -1766,6 +1771,12 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// except for the case of training new militia. But that case can be handled each time militia training finishes.
// ResetMilitia();
AllTeamsLookForAll( TRUE );
for (int i=0; i<TOTAL_SOLDIERS; i++)
{
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
}
return( TRUE );
}