All the calls where this was used are functionally identical when we just supply UID to the original FindSoldierByProfileID() call with fPlayerMercsOnly set to FALSE
Additional music can be added by placing sound files into Dataa/Music folder following this naming convention
musicmode_runningNumber.fileformat, so for example:
Mainmenu_001.mp3
Mainmenu_002.ogg
Laptop_002.ogg
Tactical_003.wav
*****************************************************************
Different musicmodes are
Mainmenu_ <-- Mainmenu music
Laptop_ <-- Laptop music
Tactical_ <-- Tactical with nothing special going on
Enemy_ <-- Tactical, enemy present
Battle_ <-- Tactical, enemy present and visible
Victory_ <-- Tactical, battle victory
Death_ <-- Tactical, battle defeat
Creepy_ <-- Tactical, creatures present
CreepyBattle_ <-- Tactical, creatures present and visible
Music files can be .mp3, .ogg or .wav formats and 100 songs in each category is supported.
The running numbering starts from 000
*****************************************************************
A few filenames are treated in a special way to facilitate easy replacement of original music.
To replace original music, insert the following named files into this folder
"menumix1" <-- Mainmenu music
"marimbad 2" <-- Laptop music
"nothing A" <-- Tactical with nothing special going on
"nothing B"
"nothing C"
"nothing D"
"tensor A" <-- Tactical, enemy present
"tensor B"
"tensor C"
"triumph"
"death"
"battle A" <-- Tactical, enemy present and visible
"tensor B" <-- This file is also used as battle music
"creepy" <-- Tactical, creatures present
"creature battle" <-- Tactical, creatures present and visible
* More unused stuff removal
delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers
* remove mentions from vc proj files too
* remove preprocessor conditionals for unused definitions
find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'
then manually fixed a couple files the tool errored out on
* yes, the comments too
as title
Adds timing logs to savegame function, similar to how we already had in loading a save file.
Uses a global struct for unloaded sectors' inventory instead of using map item temp files every time unloaded inventory is accessed.
From timing loading and saving functions with a save that has dozens of sectors with hundreds of items each, saving is a little bit slower than before, because map item temp files have to be written to disk just before the save, when that wasn't the case before (from ~0.3 s -> ~0.5s). It is offset by a decrease in loading a game (from ~1.1s -> 0.745s), once an older save is saved at least once. Any unloaded sector inventory access during gameplay is considerably faster and for example the autoresolve lag when militia is using sector equipment is completely gone for me.
Preserves save game compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9277 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Added more restriction for using grenades in CalcBestThrow:
- blinded soldier can only attack recently seen/heard opponents
- limit explosives type when attacking zombies
- limit smoke grenade use
- limit explosives type when attacking robots, vehicles and tanks
- don't use grenades against dying enemies
- limit explosives type when attacking collapsed enemies
- don't use flare if soldier is in light
- don't use flares against opponents on roof
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8736 3b4a5df2-a311-0410-b5c6-a8a6f20db521
LUA: added new functions SetgfBoxersResting(), SetgubBoxersRests() to change boxers status.
ResetBoxers(): keep gfBoxerFought[] unchanged as it will be reset every day at 15:00 by HourlyQuestUpdate() in HourlyUpdate.lua
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8687 3b4a5df2-a311-0410-b5c6-a8a6f20db521