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
+4 -4
View File
@@ -2478,7 +2478,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
#ifdef TESTDUDEXPLOSIVES
if ( sZ != 0 || pObject->fInWater )
#else
if ( sZ != 0 || pObject->fInWater || ( pObj->bStatus[0] >= USABLE && ( PreRandom( 100 ) < (UINT32) pObj->bStatus[0] + PreRandom( 50 ) ) ) )
if ( sZ != 0 || pObject->fInWater || ( pObj->ItemData.Generic.bStatus[0] >= USABLE && ( PreRandom( 100 ) < (UINT32) pObj->ItemData.Generic.bStatus[0] + PreRandom( 50 ) ) ) )
#endif
{
fDoImpact = TRUE;
@@ -2488,7 +2488,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
#ifdef TESTDUDEXPLOSIVES
if ( 1 )
#else
if ( pObj->bStatus[0] >= USABLE && PreRandom(100) < (UINT32) pObj->bStatus[0] + PreRandom( 50 ) )
if ( pObj->ItemData.Generic.bStatus[0] >= USABLE && PreRandom(100) < (UINT32) pObj->ItemData.Generic.bStatus[0] + PreRandom( 50 ) )
#endif
{
iTrapped = PreRandom( 4 ) + 2;
@@ -2499,8 +2499,8 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
// Start timed bomb...
usFlags |= WORLD_ITEM_ARMED_BOMB;
pObj->bDetonatorType = BOMB_TIMED;
pObj->bDelay = (INT8)( 1 + PreRandom( 2 ) );
pObj->ItemData.Trigger.bDetonatorType = BOMB_TIMED;
pObj->ItemData.Trigger.BombTrigger.bDelay = (INT8)( 1 + PreRandom( 2 ) );
}
// ATE: If we have collided with roof last...