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
+6 -6
View File
@@ -1626,7 +1626,7 @@ BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos )
}
else if (Item[ pSoldier->inv[ bInvPos ].usItem ].usItemClass == IC_GUN)
{
if ( pSoldier->inv[ bInvPos ].ubGunShotsLeft == 0 )
if ( pSoldier->inv[ bInvPos ].ItemData.Gun.ubGunShotsLeft == 0 )
{
if ( fDisplay )
{
@@ -1638,7 +1638,7 @@ BOOLEAN EnoughAmmo( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay, INT8 bInvPos )
//<SB> manual recharge
if( pSoldier->bTeam == OUR_TEAM )
{
if ( !( pSoldier->inv[ bInvPos ].ubGunState & GS_CARTRIDGE_IN_CHAMBER ) )
if ( !( pSoldier->inv[ bInvPos ].ItemData.Gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER ) )
{
return( FALSE );
}
@@ -1677,11 +1677,11 @@ void DeductAmmo( SOLDIERTYPE *pSoldier, INT8 bInvPos )
if ( pSoldier->usAttackingWeapon == pObj->usItem)
{
// OK, let's see, don't overrun...
if ( pObj->ubGunShotsLeft != 0 )
if ( pObj->ItemData.Gun.ubGunShotsLeft != 0 )
{
pObj->ubGunShotsLeft--;
pObj->ItemData.Gun.ubGunShotsLeft--;
//Pulmu: Update weight after firing gun to account for bullets fired
if( gGameExternalOptions.fAmmoDynamicWeight == TRUE && pObj->ubGunShotsLeft > 0)
if( gGameExternalOptions.fAmmoDynamicWeight == TRUE && pObj->ItemData.Gun.ubGunShotsLeft > 0)
{
pSoldier->inv[HANDPOS].ubWeight = CalculateObjectWeight( &(pSoldier->inv[HANDPOS]));
}
@@ -1823,7 +1823,7 @@ INT8 GetAPsToAutoReload( SOLDIERTYPE * pSoldier )
pObj = &(pSoldier->inv[HANDPOS]);
//<SB> manual recharge
if (pObj->ubGunShotsLeft && !(pObj->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
if (pObj->ItemData.Gun.ubGunShotsLeft && !(pObj->ItemData.Gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
return Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually;
}