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
+2 -2
View File
@@ -2371,7 +2371,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if (pSoldier)
{
CreateItem( MONEY, 1, &Object );
Object.uiMoneyAmount = 10000;
Object.ItemData.Money.uiMoneyAmount = 10000;
AddItemToPoolAndGetIndex( sGridNo, &Object, -1, pSoldier->bLevel, 0, 0, &iWorldItem );
// shouldn't have any current action but make sure everything
@@ -3110,7 +3110,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if (bMoneySlot != NO_SLOT && bEmptySlot != NO_SLOT)
{
CreateMoney( gMercProfiles[ ubTargetNPC ].iBalance * 2, &(pSoldier->inv[ bEmptySlot ] ) );
pSoldier->inv[ bMoneySlot ].uiMoneyAmount -= gMercProfiles[ ubTargetNPC ].iBalance * 2;
pSoldier->inv[ bMoneySlot ].ItemData.Money.uiMoneyAmount -= gMercProfiles[ ubTargetNPC ].iBalance * 2;
if (bMoneySlot < bEmptySlot)
{
// move main stash to later in inventory!