- <InfectionChance_WOUND_FIRE> can cause infections when taking fire damage
- <InfectionChance_WOUND_GAS> can cause infections when taking non-fire gas damage
- <fSpecialFlagLimitedUseArms> causes the infected to be unable to use one arm
- <fSpecialFlagLimitedUseLegs> causes the infected to be unable to run, and walk and travel slowly
- JA2_options.ini option DISEASE_SEVERE_LIMITATIONS controls whether <fSpecialFlagContractDisability>, <fSpecialFlagLimitedUseArms> and <fSpecialFlagLimitedUseLegs> are used
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22099&goto=360451&#msg_360451
- Gas damage split up in fire and non-fire damage.
- Flamethrower projectile damaged is affected by fire resistance.
Requires GameDir >= r2553.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8828 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- use max value so that animation and text do not overlap
- lowered Y offset for crouched stance
DrawSelectedUIAboveGuy:
- reduce vertical gap if not showing health bars
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8805 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- check that we can see enemy if we raise weapon when considering using noise spot as watched location
- prefer hiding first when in dangerous place if hiding is possible
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8790 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Suppression:
- when calculating suppression effectiveness for shotgun, modify damage for pellets.
- set attacker spot as watched location
- alert enemy soldier if he is under fire
Red AI:
- no Main Red AI for civilians
- set watched location to closest position where enemy can appear
- snipers and soldiers with scoped guns should decide watch more often
Improved Red AI watch code:
- crouch if not crouched
- raise weapon if not raised
- turn to watched location
- possibly go prone, if soldier has LOS to watched location
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8789 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Black AI: improved check to avoid friendly fire.
FindAIUsableObjClass: by default search for weapon with longest range, if fSidearm = TRUE search for fastest weapon.
AICalcChanceToHitGun: if AI_EXTRA_SUPPRESSION = TRUE, always return min 1% for AI.
RangeChangeDesire:
- civilians only want to run away
- added small bonus to range change desire if soldier has no gun or short range weapon
CalcBestShot, CheckIfShotPossible: always check if can shoot at target seen by another soldier.
CalcBestShot, CalcBestThrow, CalcBestStab: initialize attack data.
Removed obsolete code.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8782 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Increased SOUND_MAX_CHANNELS to 128 for NWSS to work correctly.
New tag in AmmoStrings.xml: <NWSSCaliber>
New tags in Weapons.xml: <ubNWSSCase>, <ubNWSSLast>, <szNWSSSound>
Fixed some warnings.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8780 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Dynamic creation of light effects for fire and signal smoke (ADD_LIGHT_AFTER_EXPLOSION option).
Fixed/improved code to decay light effects so that ubDuration works correctly.
Note: <ubRadius> tag is not used for light effects as they cannot spread, light is always created with <ubStartRadius> and can only decay later.
Improved code to decay smoke effects.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8767 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Moved zombie AI into separate file ZombieDecideAction.cpp
New zombie AI:
- simplified code
- advancing using cover
- if zombie cannot reach any opponent, he tries to hide
- if zombie cannot reach opponent and cannot hide and he is under fire, he will retreat, seeking cover away from known opponents
- if zombie doesn't know enemy location, he will try to run to closest friend who knows enemy location
- new zombie AI has extended AI logging
More water splash sounds (Data\Sounds\Misc\Splash1.ogg .. SplashN.ogg).
CalcCoverValue:
- allow moving into shallow water if it provides better position
- special calculations for zombies: zombie is very dangerous at close range
- if soldier has no gun, use different calculation based on distance instead of CTGT
FindBestNearbyCover: zombies only choose spots that provide sight cover.
Added functions for extended AI log.
ClosestReachableDisturbance:
- if soldier is zombie and he cannot climb, skip location
- zombies do not attack vehicles
- improved check to avoid choosing dying opponents
EstimatePathCostToLocation: return 0 if checking for zombie which cannot climb and path needs climbing.
RoamingRange: always max roaming range for zombies.
SightCoverAtSpot, ProneSightCoverAtSpot:
- improved max sight range calculation
- added option for unlimited sight range check
New AI functions:
- AIDirection
- AICheckIsSniper
- AICheckIsMarksman
- AICheckIsMedic
- AICheckIsMortarOperator
- AICheckIsGLOperator
- AICheckIsOfficer
- AICheckIsCommander
- AICheckIsMachinegunner
- AIGunInHandScoped
- AIGunScoped
- AIGunRange
- AIGunClass
- AIGunType
- AIGunDeadliness
- AIGunAmmo
- AIGunAutofireCapable
- FindObstacleNearSpot
- InSmoke
- CorpseWarning
- CorpseEnemyTeam
- CorpseMilitiaTeam
- AICheckUnderground
- AnyCoverAtSpot
- AICheckHasWeaponOfType
- AICheckHasGun
- AICheckShortWeaponRange
GetCorpseAtGridNo: additional check for valid gridno.
More zombie raise sounds (Data\Sounds\Misc\ZombieRaise1.ogg .. ZombieRaiseN.ogg).
GetCorpseRotFactor: improved code to return FLOAT value between 0 and 1.
New debug topic id TOPIC_DECISIONS for logging AI decisions.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8760 3b4a5df2-a311-0410-b5c6-a8a6f20db521