New feature: Covert ops

- you can disguise members of your team as civilians or soldiers and, if careful, avoid detection by the enemy.
- For more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/309312/New_feature_Covert_operations.html#Post309312
- GameDir revision >= 1529 is needed for this feature

- fixed a bug that could cause inventory items to be treated like armed bombs
- bloodcats can now be skinned

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5529 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-08-24 23:52:55 +00:00
parent fa1586b22b
commit fd445fe5ed
62 changed files with 2151 additions and 263 deletions
+47 -1
View File
@@ -172,6 +172,49 @@ enum
AMMO_FLAME,
};
// -------- added by Flugente: various ammo flags --------
// flags used for various ammo properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define AMMO_NEUROTOXIN 0x00000001 //1 // this ammo adds the cyanide drug effect to its target, killing it in a few turns
/*#define FULL_SANDBAG 0x00000002 //2
#define SHOVEL 0x00000004 //4
#define CONCERTINA 0x00000008 //8
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
#define COW_MEAT 0x00000040 //64 // retrieve this by gutting a cow
#define BELT_FED 0x00000080 //128 // item can be fed externally
#define AMMO_BELT 0x00000100 //256 // this item can be used to feed externally
#define AMMO_BELT_VEST 0x00000200 //512 // this is a vest that can contain AMMO_BELT items in its medium slots
#define COVERT_OPS_KIT 0x00000400 //1024 // this kit can restore the covert ops disguise
#define RAG 0x00000800 //2048 // this item is a rag and can be used to remove camo
#define ENEMY_NET_1_LVL_4 0x00001000 //4096
#define ENEMY_NET_2_LVL_4 0x00002000 //8192
#define ENEMY_NET_3_LVL_4 0x00004000 //16384
#define ENEMY_NET_4_LVL_4 0x00008000 //32768
#define PLAYER_NET_1_LVL_1 0x00010000 //65536
#define PLAYER_NET_2_LVL_1 0x00020000 //131072
#define PLAYER_NET_3_LVL_1 0x00040000 //262144
#define PLAYER_NET_4_LVL_1 0x00080000 //524288
#define PLAYER_NET_1_LVL_2 0x00100000 //1048576
#define PLAYER_NET_2_LVL_2 0x00200000 //2097152
#define PLAYER_NET_3_LVL_2 0x00400000 //4194304
#define PLAYER_NET_4_LVL_2 0x00800000 //8388608
#define PLAYER_NET_1_LVL_3 0x01000000 //16777216
#define PLAYER_NET_2_LVL_3 0x02000000 //33554432
#define PLAYER_NET_3_LVL_3 0x04000000 //67108864
#define PLAYER_NET_4_LVL_3 0x08000000 //134217728
#define PLAYER_NET_1_LVL_4 0x10000000 //268435456
#define PLAYER_NET_2_LVL_4 0x20000000 //536870912
#define PLAYER_NET_3_LVL_4 0x40000000 //1073741824
#define PLAYER_NET_4_LVL_4 0x80000000 //2147483648*/
// ----------------------------------------------------------------
typedef struct
{
UINT32 uiIndex;
@@ -216,10 +259,13 @@ typedef struct
BOOLEAN tracerEffect;
FLOAT temperatureModificator; // Flugente: modificator for weapon temperature
INT16 poisonPercentage; // Flugente: modificator for weapon temperature
FLOAT dirtModificator; // Flugente: modificator for weapon temperature
FLOAT dirtModificator; // Flugente: modificator for dirt generation
//zilpin: pellet spread patterns externalized in XML
INT32 spreadPattern;
// Flugente: item flag for various properties. Way easier than 32 boolean flags
UINT32 ammoflag;
} AMMOTYPE;