New feature: random items allow spawn not themselves, but an item from a brad selection

- specify random items in RandomItems.xml
- when the game creates a random item, it searches all vialbe items according to random item class and picks one randomly
- this allows mappers to place items in maps that are more independent of the xml-set used, however the random items themselves msut be the same in map&mod
- can also be used to broaden the enemy gun/item choices selection
- for more reference, see http://www.bears-pit.com/board/ubbthreads.php/topics/310793.html#Post310793

FIX: sector curfew value was interpreted wrong

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5594 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-09-30 21:59:47 +00:00
parent 84c86d96ad
commit ff157fd96b
13 changed files with 577 additions and 9 deletions
+3 -3
View File
@@ -4446,10 +4446,10 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
else if ( fAlt )
{
/*// Flugente: spawn items while debugging
// Flugente: spawn items while debugging
if ( gusSelectedSoldier != NOBODY )
{
static UINT16 usitem = 269;
static UINT16 usitem = 1623;
static INT16 status = 100;
static FLOAT temperature = 0.0;
@@ -4465,7 +4465,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if ( !AutoPlaceObject( MercPtrs[ gusSelectedSoldier ], &newobj, FALSE ) )
AddItemToPool( MercPtrs[ gusSelectedSoldier ]->sGridNo, &newobj, 1, 0, 0, -1 );
}*/
}
}
else
{