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
@@ -3283,7 +3283,7 @@ void SetSoldierGridNo( SOLDIERTYPE *pSoldier, INT16 sNewGridNo, BOOLEAN fForceRe
BOOLEAN fSetGassed = TRUE;
// If we have a functioning gas mask...
if ( FindGasMask ( pSoldier ) != NO_SLOT && pSoldier->inv[ HEAD1POS ].bStatus[ 0 ] >= GASMASK_MIN_STATUS )
if ( FindGasMask ( pSoldier ) != NO_SLOT && pSoldier->inv[ HEAD1POS ].ItemData.Generic.bStatus[ 0 ] >= GASMASK_MIN_STATUS )
{
fSetGassed = FALSE;
}
@@ -4092,7 +4092,7 @@ void EVENT_SoldierGotHit( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDa
}
// callahan update end
else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) && AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ubGunAmmoType].explosionSize <= 1)
else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) && AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ItemData.Gun.ubGunAmmoType].explosionSize <= 1)
{
if ( ubSpecial == FIRE_WEAPON_SLEEP_DART_SPECIAL )
{
@@ -4151,7 +4151,7 @@ void EVENT_SoldierGotHit( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDa
}
// marke added one 'or' for explosive ammo. variation of: AmmoTypes[pSoldier->inv[pSoldier->ubAttackingHand ].ubGunAmmoType].explosionSize > 1
// extracting attacker´s ammo type
else if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ubGunAmmoType].explosionSize > 1)
else if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ].ItemData.Gun.ubGunAmmoType].explosionSize > 1)
{
INT8 bDeafValue;
@@ -11736,8 +11736,8 @@ BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier )
!pSoldier->bDoBurst &&
!Item[pSoldier->inv[ HANDPOS ].usItem].grenadelauncher &&
Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass == IC_GUN &&
pSoldier->inv[SECONDHANDPOS].bGunStatus >= USABLE &&
pSoldier->inv[SECONDHANDPOS].ubGunShotsLeft > 0 )
pSoldier->inv[SECONDHANDPOS].ItemData.Gun.bGunStatus >= USABLE &&
pSoldier->inv[SECONDHANDPOS].ItemData.Gun.ubGunShotsLeft > 0 )
{
return( TRUE );
}
@@ -11753,7 +11753,7 @@ BOOLEAN IsValidSecondHandShotForReloadingPurposes( SOLDIERTYPE *pSoldier )
!pSoldier->bDoBurst &&
!Item[pSoldier->inv[ HANDPOS ].usItem].grenadelauncher &&
Item[ pSoldier->inv[HANDPOS].usItem ].usItemClass == IC_GUN &&
pSoldier->inv[SECONDHANDPOS].bGunStatus >= USABLE //&&
pSoldier->inv[SECONDHANDPOS].ItemData.Gun.bGunStatus >= USABLE //&&
// pSoldier->inv[SECONDHANDPOS].ubGunShotsLeft > 0 &&
// gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE )
)