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
+9 -9
View File
@@ -162,12 +162,12 @@ void FindPanicBombsAndTriggers( void )
if (gWorldBombs[ uiBombIndex ].fExists)
{
pObj = &(gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].o);
if (pObj->bFrequency == PANIC_FREQUENCY || pObj->bFrequency == PANIC_FREQUENCY_2 || pObj->bFrequency == PANIC_FREQUENCY_3 )
if (pObj->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY || pObj->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 || pObj->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
{
if (pObj->usItem == SWITCH)
{
sGridNo = gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo;
switch( pObj->bFrequency )
switch( pObj->ItemData.Trigger.BombTrigger.bFrequency )
{
case PANIC_FREQUENCY:
bPanicIndex = 0;
@@ -205,7 +205,7 @@ void FindPanicBombsAndTriggers( void )
}
gTacticalStatus.sPanicTriggerGridNo[ bPanicIndex ] = sGridNo;
gTacticalStatus.ubPanicTolerance[ bPanicIndex ] = pObj->ubTolerance;
gTacticalStatus.ubPanicTolerance[ bPanicIndex ] = pObj->ItemData.Trigger.Area.ubTolerance;
if (pObj->fFlags & OBJECT_ALARM_TRIGGER)
{
gTacticalStatus.bPanicTriggerIsAlarm[ bPanicIndex ] = TRUE;
@@ -466,11 +466,11 @@ void LoadWorldItemsFromMap( INT8 **hBuffer )
}
if( dummyItem.o.usItem == ACTION_ITEM && gfLoadPitsWithoutArming )
{ //if we are loading a pit, they are typically loaded without being armed.
if( dummyItem.o.bActionValue == ACTION_ITEM_SMALL_PIT || dummyItem.o.bActionValue == ACTION_ITEM_LARGE_PIT )
if( dummyItem.o.ItemData.Trigger.bActionValue == ACTION_ITEM_SMALL_PIT || dummyItem.o.ItemData.Trigger.bActionValue == ACTION_ITEM_LARGE_PIT )
{
dummyItem.usFlags &= ~WORLD_ITEM_ARMED_BOMB;
dummyItem.bVisible = BURIED;
dummyItem.o.bDetonatorType = 0;
dummyItem.o.ItemData.Trigger.bDetonatorType = 0;
}
}
@@ -519,11 +519,11 @@ void DeleteWorldItemsBelongingToTerroristsWhoAreNotThere( void )
if ( gWorldItems[ uiLoop ].fExists && gWorldItems[ uiLoop ].o.usItem == OWNERSHIP )
{
// if owner is a terrorist
if ( IsProfileATerrorist( gWorldItems[ uiLoop ].o.ubOwnerProfile ) )
if ( IsProfileATerrorist( gWorldItems[ uiLoop ].o.ItemData.Owner.ubOwnerProfile ) )
{
// and they were not set in the current sector
if ( gMercProfiles[ gWorldItems[ uiLoop ].o.ubOwnerProfile ].sSectorX != gWorldSectorX ||
gMercProfiles[ gWorldItems[ uiLoop ].o.ubOwnerProfile ].sSectorY != gWorldSectorY )
if ( gMercProfiles[ gWorldItems[ uiLoop ].o.ItemData.Owner.ubOwnerProfile ].sSectorX != gWorldSectorX ||
gMercProfiles[ gWorldItems[ uiLoop ].o.ItemData.Owner.ubOwnerProfile ].sSectorY != gWorldSectorY )
{
// then all items in this location should be deleted
sGridNo = gWorldItems[ uiLoop ].sGridNo;
@@ -563,7 +563,7 @@ void DeleteWorldItemsBelongingToQueenIfThere( void )
if ( gWorldItems[ uiLoop ].fExists && gWorldItems[ uiLoop ].o.usItem == OWNERSHIP )
{
// if owner is the Queen
if ( gWorldItems[ uiLoop ].o.ubOwnerProfile == QUEEN )
if ( gWorldItems[ uiLoop ].o.ItemData.Owner.ubOwnerProfile == QUEEN )
{
// then all items in this location should be deleted
sGridNo = gWorldItems[ uiLoop ].sGridNo;