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
+8 -8
View File
@@ -553,7 +553,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
{
fLAW = FALSE;
}
pItem->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
pItem->ItemData.Gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
break;
case IC_AMMO:
bAmmoClips = 0;
@@ -563,7 +563,7 @@ void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8
bKnifeClass = 0;
break;
case IC_LAUNCHER:
pItem->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
pItem->ItemData.Gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
fGrenadeLauncher = FALSE;
if (fMortar || fRPG)
{
@@ -660,8 +660,8 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
usGunIndex = pp->Inv[ i ].usItem;
ubChanceStandardAmmo = 100 - (bWeaponClass * -9); // weapon class is negative!
usAmmoIndex = RandomMagazine( usGunIndex, ubChanceStandardAmmo );
pp->Inv[ i ].ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
pp->Inv[ i ].usGunAmmoItem = usAmmoIndex;
pp->Inv[ i ].ItemData.Gun.ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
pp->Inv[ i ].ItemData.Gun.usGunAmmoItem = usAmmoIndex;
if ( Item[usGunIndex].fingerprintid )
{
@@ -903,7 +903,7 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: Set bullets"));
//set bullets = to magsize including any attachments (c-mag adapters, etc)
pp->Inv[ HANDPOS ].ubGunShotsLeft = GetMagSize(&pp->Inv[ HANDPOS ]);
pp->Inv[ HANDPOS ].ItemData.Gun.ubGunShotsLeft = GetMagSize(&pp->Inv[ HANDPOS ]);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ChooseWeaponForSoldierCreateStruct: choose ammo"));
if( bAmmoClips )
@@ -929,8 +929,8 @@ void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponC
//}
usAmmoIndex = RandomMagazine( &pp->Inv[HANDPOS], ubChanceStandardAmmo );
pp->Inv[ HANDPOS ].ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
pp->Inv[ HANDPOS ].usGunAmmoItem = usAmmoIndex;
pp->Inv[ HANDPOS ].ItemData.Gun.ubGunAmmoType = Magazine[Item[usAmmoIndex].ubClassIndex].ubAmmoType;
pp->Inv[ HANDPOS ].ItemData.Gun.usGunAmmoItem = usAmmoIndex;
}
//Ammo
@@ -2845,7 +2845,7 @@ void ReplaceExtendedGuns( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass )
{
// have to replace! but first (ugh) must store backup (b/c of attachments)
CopyObj( &(pp->Inv[ uiLoop ]), &OldObj );
CreateItem( usNewGun, OldObj.bGunStatus, &(pp->Inv[ uiLoop ]) );
CreateItem( usNewGun, OldObj.ItemData.Gun.bGunStatus, &(pp->Inv[ uiLoop ]) );
pp->Inv[ uiLoop ].fFlags = OldObj.fFlags;
// copy any valid attachments; for others, just drop them...