- Add alternative fix for CalcBestShot which should remove existing APs problems maybe even create AI deadlier then ever ;-)
Details:
- Existing CalcBestShot simply became inadequate and buggier for so many add ons to game, so compiling with dnlCALCBESTSHOT is alternative option which calculate all turning, stance and raising gun cost for different stances and all available scopes, and after all hoping fix incorrect APs calculation as well, hitrate formula is adapt to 100AP system, also try to optimize a bit to get less AICalcChanceToHitGun calls and to use with different stance decisions.
- From ch58 aiming for burst and autofire was disabled as was causing invalid action handle due to incorrect APs calculation so from now aiming AI also use aiming before bursting.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6403 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game
o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this.
Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement
New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights)
File catalog ignores .SVN directories (game load speedup)
Fix CTD in mouse regions
JA2 window now refuses to move to negative coords
Checks to prevent DirectX-related infinite loops due to minimizing and task switching
Invading enemies should now appear on the borders even when reinforcements disabled in .ini
Suppression should no longer work on mercs in medium water
Infant/Young creatures use restored spit instead of Molotov
Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber)
Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'.
Prevent mercs from falling and flying back through obstacles
Check whether battle group is even set before testing its location for battle setup
Burst spread locations now limited to 6, the limit within the soldier struct
Extra burst spread locations zeroed out so that they aren't used unless necessary
Spread code now only shoots at locations in the spread, and will shoot at all 6
Only mercs in the sector where autobandage happens will be made to stand up after it's done
Throwing a grenade at the tail of the plane in Drassen should not result in a CTD
Reset attack busy count when loading a new sector
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Camo and other effects are taken into account when aiming at a body part
Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Bug fix: STRAIGHT_RANGE was not initialized properly causing enemies become invisible
Added changes from 2006-05-14 2 by Madd Mugsy
- Added Lesh's Explosion data externalization code for exp. animations, sounds, etc.
- Fixed some armor issues with ceramic plate-type attachments being attached to non-vest slots
- Removed hard coded item indexes from sun goggle / night goggle swapping, now it picks the best possible goggles
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@71 3b4a5df2-a311-0410-b5c6-a8a6f20db521