IT博客汇
  • 首页
  • 精华
  • 技术
  • 设计
  • 资讯
  • 扯淡
  • 权利声明
  • 登录 注册

    ja2_7609+AI 中文版 r2953,ja2_7609 Fix 中文版 r2903

    zwwooooo发表于 2024-01-28 12:11:27
    love 0

    ja2_7609+AI 中文版:详情及下载见《JA2 1.13 稳定版 AI 增强 MOD【中文版】》。

    r2644~r2953log

    r2953
    fixed creature music playing instead of normal battle theme on surface maps with blue light component. Removed INSUR_1HOUR_FRAUD for VR compatibility.
    ---------------------
    r2952
    More VR support: - new feature: mercs can get missed in action instead of dead while away on other assignments - new feature: randomised email notifications about mercs killed and MIA - externalized chance that merc will get killed while aw...
    ---------------------
    r2951
    VR: NO0815 IMP code. Fixed crash when toggling noctovision radar mode from main menu. Tweaked AI suppression effectiveness estimation to include shock effectiveness and max shock level.
    ---------------------
    r2950
    Merc arrival location fix (by Asdow) *User center insertion point for merc arrival *Instead of initial arrival gridno that is meant only for the very first helidrop arrival at the start of a game. *Prevent possible nullptr dereference
    ---------------------
    r2949
    VR: - add fire effects in starting sector - Colonel start rush attack - added missing text EVENT_SoldierGotHit, StructureHit: fix critical bug when ubAttackerID = NOBODY.
    ---------------------
    r2948
    More VR support: MIA files.
    ---------------------
    r2947
    More VR support - helicopter, pilot skill.
    ---------------------
    r2946
    More VR support - Driver trait/vehicles, fixes. Disable LUA_QUESTS in JA2VR mode. Updated quest/fact descriptions. VR: Babyface refuses to remove glasses.
    ---------------------
    r2945
    More VR support. New options: - ASLEEP_IN_CAR_AND_STILL_GETS_TRAVELLING_REDUCTION - GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION - FUEL_SAVED_WHILE_TRAVELLING_IN_VEHICLE - MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES - MAX_STACKABLE_FUEL_...
    ---------------------
    r2944
    Removed option ENABLE_VR. Added VR code support to Laptop. CheckForChangingOrders: allow ONGUARD and CLOSEPATROL changing orders if not underground and not in a room. RoamingRange: allow bigger range for soldier in YELLOW mode to investigat...
    ---------------------
    r2943
    New options: ENABLE_VR, MINE_NO_FOREMAN_PENALTY.
    ---------------------
    r2942
    Limited max stealth effectiveness for hiding in shadows background to 7, so that he can be spotted from next tile.
    ---------------------
    r2941
    Don't disable shadow bonus if stealth mode is disabled or Loner trait is no longer active.
    ---------------------
    r2940
    New background ability <shadow_hiding> provides 100% stealth bonus when staying in shadow for 1 turn without moving. Fixed bug in EnemyHeardSoldierRecently.
    ---------------------
    r2939
    Added xml support and description for <shadow_hiding> background.
    ---------------------
    r2938
    Removed AP penalty for Loner from other mercs nearby.
    ---------------------
    r2937
    Loner trait: AP_LONER bonus if starts turn alone, penalty if starts turn with other mercs around. Improved support for 25AP system: - GREEN_MILITIA_APS_BONUS, REGULAR_MILITIA_APS_BONUS, VETERAN_MILITIA_APS_BONUS, ENEMY_AP_BONUS_NOVICE, ENEM...
    ---------------------
    r2936
    Less damage for regular (not HE) bullets against tanks.
    ---------------------
    r2935
    Don't allow ammo feeding from inventory if gun is not automatic, this allows hand ammo feeding from another soldier for PTRD.
    ---------------------
    r2934
    Call RemovePlayerFromGroup instead of RemoveGroup (by Asdow).
    ---------------------
    r2933
    CorrectDragStructData: correctly set map flag (by olafwqq).
    ---------------------
    r2932
    Allocate one INT8 for ZStripInfo pbZChange. Fixes assertion errors in DEBUG build when LOBOT is enabled. (by Asdow)
    ---------------------
    r2931
    r9141: We can now use interactive actions to alter decals on walls, so it is possible to simulate taking off an object from the scenery and add it as an item (by Flugente). r9120: Fix: dragging a structure repaired it and removed all decals...
    ---------------------
    r2930
    New value in [Technician] of Skills_Settings.INI: BONUS_CTH_FLAMETHROWER, 10 by default.
    ---------------------
    r2929
    Moved LOADSCREEN_STRETCH_MODE option to [Extended Options] section of Ja2_Options.ini
    ---------------------
    r2928
    Loadscreen improvements from VR (by anv): - loadscreen stretch modes setting (stretch to fit, fit to width, fit to height) - updated loading screen and animated bar with fixes from 1.13, multi resolution loading screens support - aspect rat...
    ---------------------
    r2927
    Another face gear rendering fix - closed eyes (fix by anv from VR). Removed register keyword.
    ---------------------
    r2926
    Face gear is shaded the same as a face (VR fix by anv).
    ---------------------
    r2925
    Face gear rendered below "hatch" (inactivity overlay) (VR fix by anv).
    ---------------------
    r2924
    Render continue button above icons and facegear (VR fix by anv).
    ---------------------
    r2923
    Fixed UI movement mode not switching to crawl on character collapse, leading to deadlocks (by anv).
    ---------------------
    r2922
    Increased max random items to 2000. Increased possible random item number in XML to 20.
    ---------------------
    r2921
    Use ± symbol for new line in item description in Items.xml
    ---------------------
    r2920
    InternalIgniteExplosion: safety check when creating smoke effect for explosion. ExpAffect: - no damage to roof from explosion with zero radius - no additional damage to walls in NORTH and WEST directions from explosion with zero radius
    ---------------------
    r2919
    [~] Performance optimizations around Attachment[] and Launchable[] arrays (by san_alf).
    ---------------------
    r2918
    Bear trap with ubDamage <= 1 doesn't cause agility stat damage.
    ---------------------
    r2917
    Increased agility loss from Bear trap.
    ---------------------
    r2916
    New feature: bear traps are mechanical traps that function like bombs, cause no explosion, can be reused, deal significant damage to legs and pin down the target (by Flugente). Bear traps are defined as regular traps but have <ubType>13</ub...
    ---------------------
    r2915
    Downgrade startup ini errors to warnings (by xiaoxun92).
    ---------------------
    r2914
    Don't show dirt information for launchers as it doesn't affect them. EatFromInventory: stop if failed to consume drug/food to avoid endless loop (fix by anv from VR). Don't increase dirt for launchers as it doesn't affect them.
    ---------------------
    r2913
    In town sectors locals can sometimes feed hungry mercs, chance and amount of food depends on loyalty.
    ---------------------
    r2912
    When checking for handcuffs when capturing soldier, allow default item 1625 if it has item class IC_MISC and item flag HANDCUFFS.
    ---------------------
    r2911
    NCTH: -20% to handling when shooting prone with gun mounted on object (without bipod).
    ---------------------
    r2910
    Disabled green filter at night for overhead map.
    ---------------------
    r2909
    Update radar map shade when changing Noctovision setting in the ingame option.
    ---------------------
    r2908
    New ingame option "Noctovision radar map" shows radar map with green filter at night. Original feature implemented by anv for Vengeance:Reloaded.
    ---------------------
    r2907
    Prevent AI deadlocks (by Asdow) Allow AI to shoot with lower aim if out of AP for current aim level (by Asdow) Prevent AI deadlock when they try to shoot and player gets an interrupt (by Asdow) Disable canceling AI actions for escorted merc...
    ---------------------
    r2906
    Show laser sight on big custom gun picture if it's defined as iron sight with laser bonus.
    ---------------------
    r2905
    Subsequent sounds overlap for seamless transition (by anv).
    ---------------------
    r2904
    AllowedAimingLevels, AllowedAimingLevelsNCTH: use default value for range if supplied sGridNo is incorrect.
    ---------------------
    r2902
    No mounted status for prone shooter if there's no object in front of him to lay weapon on. No mounted status for alt weapon holding. CalcChanceToHitGun: - improved mounted weapon support - bonus 5% for mounted weapon (without bipod, only wh...
    ---------------------
    r2901
    AllowedAimingLevels, AllowedAimingLevelsNCTH: added check for incorrect sGridNo. IsWeaponMounted: - if weapon is not ready, check if it can be readied, to allow correct CTH calculation - FALSE when in alternate firing mode and weapon is no...
    ---------------------
    r2900
    Update team/soldier panel when weapon ready status changes, to show weapon handling status. Show weapon handling on item when option WEAPON_RESTING_DISPLAY is enabled: B - Bipod S - Sling G - Foregrip M - Mounted
    ---------------------
    r2898
    ApplyDrugs: - added safety checks - don't allow for vehicles - if drug item is food, consume kit points based on ubPortionSize
    ---------------------
    r2897
    Fixes by anv: - fix vehicles consuming fuel after instant movement cancel - don't automatically put people in vehicle squads - fixed incorrect vehicle group id after reloading the game and vehicle movement plot issues - fixed vehicle body n...
    ---------------------
    r2896
    Added more nationalities.
    ---------------------
    r2895
    Fix personality check for backgrounds during IMP creation (by rftrdev).
    ---------------------
    r2894
    Fixed weapon cleaning command in sector menu not working for all mercs.
    ---------------------
    r2893
    CleanWeapons: allow to use cleaning kit attached on weapon.
    ---------------------
    r2892
    Also show dirt level in EDB when overheating is enabled. Shortened temperature display text.
    ---------------------
    r2891
    Set merc balance to zero when hiring. Typo fixes.
    ---------------------
    r2890
    New backgrounds: - <loyalitylossondeath>, huge penalty to loyalty in all towns on death - <animal_friend>, will refuse attack animal unless attacked by that animal - <civgroup_loyal>, will refuse to attack members of the same group
    ---------------------
    r2889
    Limit <resistance_physical> to -XML_BACKGROUND_RESI_MAX, XML_BACKGROUND_RESI_MAX. GetHearingBonus: - allow skill/background bonus when using extended ear - <hearing_night> background bonus works at night time always , not just in dark place...
    ---------------------
    r2888
    GetTraitCTHModifier: bonus for Technician when using flamethrower, 10% per trait level. OCTH: - base marksmanship for flame is defined as (marksmanship + dexterity) / 2 - base marksmanship for regular shots defined as (3 * marksmanship + de...
    ---------------------
    r2887
    Don't modify gMAXITEM_READ when reading localized file (by Asdow). NCTH: don't apply <PercentReadyTimeAPReduction> to handling. Fixed aimtime in NCTH logging.
    ---------------------
    r2886
    Log NCTH calculation in Logs\CTHInfo.txt when [F] pressed. Fixed incorrect stance used for NCTH calculation when pressing [F].
    ---------------------
    r2885
    Fix flashlight not working at night. Increased wear off rate for alcohol with vodka background.
    ---------------------
    r2884
    Added <russian_vodka> background description.
    ---------------------
    r2883
    Localized "Heart attack" message when merc uses alcohol and adrenaline at the same time.
    ---------------------
    r2882
    Increased HANGOVER_AP_REDUCE 5 -> 10. Skill modifier for hungover 100 -> 80. Effective experience level modifier for hungover 0 -> -1.
    ---------------------
    r2881
    OCTH: restored original bonus BASE_TILE_PENALTY for each tile closer than NORMAL_RANGE. AIEstimateCTH: improved calculation, fix possible bug with negative value for unsigned variable.
    ---------------------
    r2880
    OCTH: - new option NORMAL_RANGE (default 90) defines base range for penalties - improved base accuracy boost at close range calculation for OCTH - increased value for breath level for max aim calculation - disabled breath penalty (fatigue a...
    ---------------------
    r2879
    Show danger zones for covert spy - only for ENEMY_TEAM opponents. Calculate InShock level as 10 + effective experience level.
    ---------------------
    r2878
    Suppression system changed so that merksmanship/dexterity penalties are only applied when soldier is in shock, which determines as certain suppression shock level mostly defined by soldier's effective experience level. Adrenaline reduces ma...
    ---------------------
    r2877
    Always allow attaching launchable is AP >= MAX_AP_CARRIED. Disabled code to always allow attaching item if no free place in inventory.
    ---------------------
    r2876
    New option DROP_FIRST marks weapon as droppable if it wasn't dropped yet in this campaign, regardless of regular chance to drop weapon defined in XML.
    ---------------------
    r2875
    VR fixes by anv: Fixed group assignment for tactical soldiers spawns. Fixed issue with jpc.7z camo faces being ignored. Light vegetation no longer has to block tank shells. Support more music tracks Fix vehicles consuming fuel after instant...
    ---------------------
    r2874
    VR fixed by anv: Always prioritise mercs above interactive tiles (e.g. doors) when using medkits. Disable respawning enemy tanks in sectors already controlled before. Allow traversing AI (e.g. retreating enemies) to properly path off the ma...
    ---------------------
    r2873
    Removed option CAMO_PROFILES. Added <wood_camo>, <permanent_camo> backgrounds. Allow to remove/change camo for soldier with <wood_camo> background, every hour when not sleeping and not in transit it will be restored to default wood camo.
    ---------------------
    r2872
    Allow QUOTE_EXPERIENCE_GAIN when not training, regardless of "quiet training/doctor/repair" options.
    ---------------------
    r2871
    Experimental tweak: set FACT_MEDIUM_SIZED_SHIPMENT_WAITING, FACT_LARGE_SIZED_SHIPMENT_WAITING depending on shipment weight. This allows Pablo to say different quote based on shipment weight minus what he stole. Fixed incorrect comment in lo...
    ---------------------
    r2870
    Prevent writing past array capacity (by Asdow) Game would crash with stack-based buffer overrun when a MOLLE item had enough attachments and their texts were written past attachString capacity
    ---------------------
    r2869
    New background "double_toss" allows to toss two grenades at once with ALT key: - any grenades can be thrown this way - cursor will show position for first grenade only - APs for double toss increased by 20% - grenade activation sounds will ...
    ---------------------
    r2868
    <uiExtraType> property in Items.xml defines side for armour plate: 0 - use default value set by PLATE_PROTECTION_SIDE option 1 - front side only (no protection when prone except for head) 2 - back side only (no protection when prone except ...
    ---------------------
    r2867
    Added assignment type name to error message for unrecognized assignment type.
    ---------------------
    r2866
    New option PLATE_PROTECTION_SIDE (default 3) defines sides from which plate protection works: 0 - all sides (vanilla) 1 - front side only (no protection when prone) 2 - back side only (no protection when prone) 3 - front + back (no protecti...
    ---------------------
    r2865
    Change initial militia orders from STATIONARY to ONGUARD.
    ---------------------
    r2864
    Creature music: check for zombies and creatures in sector.
    ---------------------
    r2863
    Show face icon when soldier is suppressed.
    ---------------------
    r2862
    AllowedAimingLevels: - penalty when under adrenaline - limit aim levels if was suppressed this turn (+1 max aiming when suppressed if dauntless)
    ---------------------
    r2861
    DailyCheckOnItemQuantities: improved fix for items ordering (by Asdow).
    ---------------------
    r2860
    DailyCheckOnItemQuantities: - don't stop loop on item with usItemClass == 0 - fix possible bug with item order
    ---------------------
    r2859
    Limit suppression from heard gunshots to 1 direction.
    ---------------------
    r2858
    [Fix] A bunch of fixes for artillery strike (by sun_alf) * Trim max number of waves to duration of signal smoke. Otherwise art.strike turns into unnatural stupidity. * If enemy AI tried to get art.strike but lacked of resources, player will...
    ---------------------
    r2857
    Remove compiler warning for exceeding stack size (by Asdow) Use std::map & std::set instead of two 16001 elements long arrays
    ---------------------
    r2856
    Display icon and tooltip for belt fed weapons (by Asdow)
    ---------------------
    r2855
    Remove compiler warning for exceeding stack size. (by Asdow)
    ---------------------
    r2854
    Added new filters for LOBOT (by Asdow): * Weapon class for SECONDHANDPOS items * Check if weapon is two handed for HANDPOS and SECONDHANDPOS
    ---------------------
    r2853
    Removed PlayJA2StreamingSample as it's identical to PlayJA2Sample.
    ---------------------
    r2852
    Added possibility to show action panel in place of tactical panel if tactical panel is disabled.
    ---------------------
    r2851
    IsGroupInARightSectorToReinforce: don't check for SAM and town sector.
    ---------------------
    r2850
    Added SAM and ALLOW_REINFORCEMENTS_ONLY_IN_CITIES restrictions for enemy reinforcements to AssociateEnemiesWithStrategicGroups, GetNumberOfEnemiesInFiveSectors, DoReinforcementAsPendingEnemy. Added function AllowReinforceSector() which chec...
    ---------------------
    r2849
    DoReinforcementAsPendingEnemy: - no enemy reinforcements from SAM sector - option ALLOW_REINFORCEMENTS_ONLY_IN_CITIES applies to enemy too (enemy still can attack from several directions)
    ---------------------
    r2848
    New tags in Items.xml: <uiExtraFlag>, <uiExtraType>, used to define special items and properties used by +AI. Extended ear works by default in all directions.
    ---------------------
    r2847
    Allow dragging soldier from the same team, deduct AP when dragging. AP cost for dragged person is scaled according to initial AP points.
    ---------------------
    r2846
    Talking to captured enemy soldier forces him to come to merc. No surrender menu when talking to captured soldier.
    ---------------------
    r2845
    Full drop from captured enemies except extra items. GetAPsToHandcuff: lower AP for merc with <prisonguard> background when using handcuffs. Allow dragging collapsed soldier from the same team. When assigning AI traits, allow auto weapons tr...
    ---------------------
    r2844
    GetAPsToHandcuff: when using handcuffs, use 3/4 of AP_HANDCUFF or reduce even more if soldier has <prisonguard> background. CanDragPerson: allow dragging captured soldiers. EVENT_SoldierHandcuffPerson: only keep handcuffs (<metal> property)...
    ---------------------
    r2843
    DoAttachment: stop if found not fitting attachment. Red AI: improved code to find closest seen path spot, don't search again to set watched location.
    ---------------------
    r2842
    Prohibit cliffs as militia placements. If item doesn't fit it's place after attachment, find another place in inventory or drop to the ground.
    ---------------------
    r2841
    Red, Black AI: improved code to raise weapon when sidestepping out of cover. Removed StopSeekReset() call from DecideAction as it is called from ExecuteAction.
    ---------------------
    r2840
    NCTH: allow BASE_SAME_TARGET bonus immediately when focusing. AI: crouch less often when not in dangerous place. Red AI: - Red seek: disabled turning before seeking. - added SOLDIER_AI_TURN_THREAT to separate code from SOLDIER_AI_TURN_UNSEE...
    ---------------------
    r2839
    EXTRA_ITEMS: - add various equipment to SOLDIER_CLASS_MINER - disabled creating extra items for detailed placement
    ---------------------
    r2838
    Tweaked font size for strategic map.
    ---------------------
    r2837
    AIDetermineStealingWeaponAttempt: don't try to steal weapon with rifle sling attached as it will fail. Code formatting.
    ---------------------
    r2836
    CalcCoverValue: - reduce range factor if soldier has no cover from enemy only if soldier has cover or in a room, not under adrenaline, not SEEKENEMY or special AI role or morale < MORALE_FEARLESS - add bonus if we can attack here this turn,...
    ---------------------
    r2835
    EXTRA_ITEMS option also adds first aid kits, canteens and alcohol to militia.
    ---------------------
    r2834
    Increased medic trait priority for AI.
    ---------------------
    r2833
    CalcCoverValue: - allow advance more often with high morale - allow retreat when morale < MORALE_CONFIDENT
    ---------------------
    r2832
    Red AI: - when in a room, try to turn to closest spot where enemy can be seen instead of turning to closest enemy and stare at the wall as a result - when crouching in a building to possibly see enemy, check LOS to enemy spot - try to tur...
    ---------------------
    r2831
    Improved code to set/read militia placement data. Red, Black AI: don't move from deep water when flanking. Added more AI log information for tactical order/flanking/rush/retreat.
    ---------------------
    r2830
    Removed option MAX_WEAPON_RANGE_PENALTY. Show face icon 22 when merc is gassed. All smoke effects will cause gassed effect on soldier. Penalty to vision range when gassed. Penalty to interrupt level when gassed. When placing militia on mili...
    ---------------------
    r2829
    Stop high speed timer when launching artillery strike on enemy turn.
    ---------------------
    r2828
    Max throwing range: bonus from skill less effective with high strength.
    ---------------------
    r2827
    Disabled code forcing insertion direction to avoid possible bugs.
    ---------------------
    r2826
    TerrainBreathPoints: increase BP cost when dragging.
    ---------------------
    r2825
    Renamed "Take position" militia order to "Move to". Added AIRoleRPGOperator, AIRoleCQB. Tweaked AIRoleMortarOperator to check shells.
    ---------------------
    r2824
    Added localized text description for specialized militia placements. Added code to make militia look to outward in the beginning. Improved ambush: added safety check in case gMapInformation.sCenterGridNo is not properly defined.
    ---------------------
    r2823
    FindGridNoFromSweetSpotWithStructData: correctly set level when checking for reachable spots. TacticalCreateSoldier: added some stat tweaks based on soldier bodytype. TacticalCopySoldierFromProfile, TacticalCopySoldierFromCreateStruct: poss...
    ---------------------
    r2822
    New squadleader action: define militia placements in sector. GiveIMPRandomItems: fixed Random(1) bug. Use NAILS profile constant instead of 34. Disabled moo sound when loading sector with cows. AddPlacementToWorld: fixed WORLD_ROWS used ins...
    ---------------------
    r2821
    Added remaining MIN_HEALABLE_INJURY constants. SeekRange: replaced DAY_VISION_RANGE constant with TACTICAL_RANGE. Smart sneaking: - disable when under adrenaline - allow for retreat and flank approach orders - allow more often for special r...
    ---------------------
    r2820
    Added constants MIN_HEALABLE_INJURY = 100 and MIN_AI_HEALABLE_INJURY = 500 to use iHealableInjury checks consistently in the code.
    ---------------------
    r2819
    Limit AI morale when bleeding and can bandage : - check morale < MORALE_FEARLESS - check iHealableInjury which is requirement to start healing - check GetClosestMedicSoldierID if soldier cannot heal himself
    ---------------------
    r2818
    DROP_DAMAGE option: improved code to calculate max allowed coolness. Red, Black AI: added chance based on bleeding value to start retreat when soldier is bleeding. DetermineMovementMode: no crawling for AI_ACTION_SEEK_OPPONENT or AI_ACTION_...
    ---------------------
    r2817
    Faster bleeding: only if enemy is in sector. CalcMorale: limit AI morale when bleeding and can bandage. Red, Black AI: possibly start retreat when bleeding and can bandage.
    ---------------------
    r2816
    Faster bleeding in turnbased when moving, bonus bleeding damage. No hit battlesound if target is unseen enemy, also removes bleeding sound for unseen enemy.
    ---------------------
    r2815
    Improved code to slow down stat progress depending on stat value and delta, lowered penalty.
    ---------------------
    r2814
    Tweaked code for weapon drop chance: - drop weapon if drop chance = 100 - drop weapon if it wasn't yet dropped in this campaign - regular drop chance is reduced with progress, halved at 100% progress - minor code improvements
    ---------------------
    r2813
    Added missing action strings to gzActionStr[] Improved AI logging code.
    ---------------------
    r2812
    Tweaked DROP_DAMAGE option: ; Additional damage to dropped items ; 0 - no damage ; 1 - damage items with too high coolness for current progress, additional damage to attachments with too hitgh coolness ; 2 - additional damage to weapon if h...
    ---------------------
    r2811
    When using USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 and DropRate < 100, reduce drop for magazines of big size (> 40).
    ---------------------
    r2810
    Added <ItemFlag> AIRBOMB_EXPLOSION_ITEM (536870912) in Items.xml, this item is used when structure from WP_STUF1.sti tileset explodes. GetRangeInCellCoordsFromGridNoDiff: more accurate calculation of distance in cell coords (experimental tw...
    ---------------------
    r2809
    Tweaked vehicle shared AP options (AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE, AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE): - driver always uses full AP, no min threshold when AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 - use FLOAT t...
    ---------------------
    r2808
    RMB on main weapon in tactical panel: switch scope mode if gun in hand, swap hands if empty hand or not gun. Reduce movement cost for vehicle when moving over paved road in fast movement mode. IsVehicle(): check both MERC_TYPE__VEHICLE and ...
    ---------------------
    r2807
    Limit wound shock display on portrait bar to current breath level to avoid confusion. New function HighWoundShock returns TRUE if wound shock level is higher than current breath.
    ---------------------
    r2806
    Tweaked AI roaming range code.
    ---------------------
    r2805
    Left click on weapon area in team panel to switch firing mode. Use mouse scroll on weapon area in ream panel to switch scope mode. ChangeScopeMode: added support to scroll scope mode backwards.
    ---------------------
    r2804
    ClosestReachableDisturbance: allow speed optimization checking only last found disturbance and closest opponent when soldier seen enemy or complex AI not allowed.
    ---------------------
    r2803
    Red AI: improved seek code to jump/plant bomb at destination spot.
    ---------------------
    r2802
    NewDest: check path for gas and wear gas mask if needed. AI: ignore tear gas if soldier has gas mask in inventory. Red AI: don't turn to closest disturbance before seeking when in prone stance.
    ---------------------
    r2801
    Removed text and tooltip for "Slow PC" ingame option.
    ---------------------
    r2800
    Removed "Slow PC" ingame option.
    ---------------------
    r2799
    Black AI: always search for ClosestReachableDisturbance() for Soldier AI.
    ---------------------
    r2798
    OCTH, NCTH: shooting at unseen target with help of spotter counts as assisted shots, 1/4 invisibility penalty.
    ---------------------
    r2797
    Added seek spot type code to ClosestReachableDisturbance(). SetSoldierGridNo: minor tweaks, disabled log message for soldier without structure. Red, Black AI: improved logging for closest reachable disturbance.
    ---------------------
    r2796
    OCTH, NCTH: simplified vision check code, don't allow bonus from NVG when shooting. Tweaked AIDistanceVisible, AIMaxDistanceVisible code.
    ---------------------
    r2795
    Renamed: SIGHT_NORMAL -> LOS_NORMAL, SIGHT_READY -> LOS_READY, SIGHT_UNREADY -> LOS_UNREADY. AIDistanceVisible: use max of (no scope distance + TACTICAL_RANGE / 4, scope distance).
    ---------------------
    r2794
    Show admin/regular/elite prisoners in town info box in separate lines. Don't show inactive name for vehicle if not empty. GetPlayerControlledPrisonList: allow current sector with battle. Use global prison sector vector for send to prison me...
    ---------------------
    r2793
    SPECIAL_NPCS_STRONGER: - no bonus when NPC is in player team - no bonus experience for special NPC from killing
    ---------------------
    r2792
    Set DROP_DAMAGE = 2 by default (damage weapons, attachments, additional damage to items with too high coolness). Disabled crawling/swatting path tweaks. Implemented spot danger cache in CalcSpotDanger(), improved function speed.
    ---------------------
    r2791
    SightCoverAtSpot: use AIDistanceVisible which is normal vision distance without scope + small bonus in case enemy moves.
    ---------------------
    r2790
    Play reload sound with lower volume for invisible soldiers. Make noise when reloading gun. Allow AI reloading when in safe spot or not in dangerous spot, simplified code.
    ---------------------
    r2789
    FindBestPath: - enabled smart flanking code - enabled crawling/swatting in sight cover code
    ---------------------
    r2788
    DSM fixes. Improved error message for game progress values sum != 100. Disabled RemovePlayersFromAllMismatchGroups, ValidatePlayersAreInOneGroupOnly in release version. Added detailed assert messages when failing to read tileset.
    ---------------------
    r2787
    ItemIsMortarShell: removed <Attachment> tag requirement for compatibility with mods like BRAINMOD which don't define it for mortar shells.
    ---------------------
    r2786
    Added message when no mortar shell is found for artillery strike. Use FONT_ORANGE for error message when creating artillery strike.
    ---------------------
    r2785
    Redraw inventory panel when changing selected merc in strategic view (by rftr).
    ---------------------
    r2784
    Tweaked font size for town name/loyalty display. CalcMorale: take into account wound shock when limiting AI morale from shock. AICheckShortWeaponRange: disable for special role to avoid squadleaders and radio operators using pistols from be...
    ---------------------
    r2783
    Drop item, put item into inventory AP check: less restrictions, allow if resulting AP >= -MAX_AP_CARRIED and >= AP_MIN_LIMIT.
    ---------------------
    r2782
    New quick item type: set -10 for throwing weapons like throwing knives and shurikens. IsEnoughSpaceInVehicle: removed max team size check. Code cleanup.
    ---------------------
    r2781
    Item transformation: restored original localization code.
    ---------------------
    r2780
    Item transformation: - fixed incorrect tooltip position - fixed incorrect reading descriptions from language specific file
    ---------------------
    r2779
    Red AI: improved extra suppression code (removed < MORALE_FEARLESS requirement, added ammo check, allow if cannot advance and friend is flanking).
    ---------------------
    r2778
    Face icons: disabled icon 17 for DRUG_TYPE_PSYCHO. AI suppression: allow more often, removed SEEKENEMY requirement for extra suppression.
    ---------------------
    r2777
    Added AIRoleSuppress function. Renamed AI role functions.
    ---------------------
    r2776
    NCTH: fixed wound shock penalty calculation. SoldierTakeDamage: limit bWoundShock to 100.
    ---------------------
    r2775
    AICheckWeOutnumberPublic: lowered friends distance to TACTICAL_RANGE. AICheckWeOutnumberLocal: lowered friends distance to TACTICAL_RANGE / 4. Improved code to start rush attack.
    ---------------------
    r2774
    Re-enabled camo bonus for items in hands/gunsling. Removed camo check from GetSightAdjustmentBasedOnLBE.
    ---------------------
    r2773
    GetSightAdjustmentBasedOnLBE: - enabled penalty for items in hands/gunsling, based on relative items size calculated from vehicle pocket capacity for this item - penalty 10% for item with vehicle pocket capacity 1, 8% for vehicle pocket ca...
    ---------------------
    r2772
    Lowered suppression shock reduce rate when under attack. Tweaked item sell price progression: from 1/5 to 1/10 depending on progress. NCTH: fixed penalty from wound shock calculation: min(100, bWoundSHock * 10). AICalcActionPoints: don't us...
    ---------------------
    r2771
    AddDrugValues: improved code to add side effect. AI_ACTION_RED_ALERT: start taunt to inform others only when soldier sees enemy. Red AI: removed !GuySawEnemy() requirement when informing others.
    ---------------------
    r2770
    Drugs: if side effect is not zero and side effect rate is zero, remove side effect.
    ---------------------
    r2769
    PrisonerSurrenderMessageBoxCallBack: restored code to remove region.
    ---------------------
    r2768
    Added new ingame option "Extended cursor info" which replaces option ADDITIONAL_NCTH_CURSOR_INFO.
    ---------------------
    r2767
    EVENT_SoldierHandcuffPerson: if captured soldier was chosen one, remove him from this role. MakeClosestEnemyChosenOne: - removed extra debug messages - added check to skip POW or unconscious soldiers - skip soldier with fresh wound
    ---------------------
    r2766
    Fixed bug in SetSoldierGridNo introduced in r2765.
    ---------------------
    r2765
    SetSoldierGridNo: always set new/old gridno. SoldierCollapse: find closest panic trigger and if it's not alarm, assign new chosen one. Added safety checks for bPanicTriggerIsAlarm to avoid out of bounds array access. Code cleanup.
    ---------------------
    r2764
    Disabled portrait swapping feature until it is fixed.
    ---------------------
    r2763
    EVENT_InitNewSoldierAnim: Don't call HandleGotoNewGridNo when doing PRONE_UP animation to avoid problems with moving through doors from prone stance.
    ---------------------
    r2762
    VerifyAndDecayOpplist: also call RadioSightings for enemy team if alert was raised. EVENT_InitNewSoldierAnim: don't call HandleGotoNewGridNo when doing PRONE_UP animation to avoid problems with going through doors from prone stance. AIDecid...
    ---------------------
    r2761
    Experimental fix to avoid endless clock when AI soldier is lying next to obstacle (door, fence etc) and tries to move over this obstacle: go crouched first and then execute planned action.
    ---------------------
    r2760
    r7765: EDB enhancement: rechamber display now includes effects from traits. IsWeaponMounted: vehicle passengers can rest their guns.
    ---------------------
    r2759
    r7563 Fix: Under certain conditions, an overflow in healing can cause doctors to heal tremendous amounts.
    ---------------------
    r2758
    r7554: Trying to add more mercs to a vehicle than there was seats caused an error message with a 'null' name for the vehicle.
    ---------------------
    r2757
    r7382: New modifier for NCTH to alter the behaviour of the scope penalty: AIM_TOO_CLOSE_THRESHOLD = 1.0 This defines the point within scope range where the penalty starts.
    ---------------------
    r2756
    r7179: - lowered the priority of enemy troops becoming medics - prisoners in player-controlled prisons now use the prisoner color scheme used by Shank and Dynamo
    ---------------------
    r2755
    SMInvClickCallback: always allow to put item in old position even if not having enough AP. When attaching with CTRL pressed, only deduct APs if attach was successful.
    ---------------------
    r2754
    Fixed Transform[] initialization when reading localized XML file.
    ---------------------
    r2753
    Added support for language specific *.Item_Transformations.xml files.
    ---------------------
    r2752
    CalcCoverValue: - allow advance if out of weapon range or opponent is helpless or moving into cover - don't advance when flanking/sniping/retreating
    ---------------------
    r2751
    Unified code to play LNL sound, lowered LNL volume. Don't put cartridge in chamber by default for weapons with manual rechambering. Need rechambering after reload only if weapon was empty and requires manual rechambering.
    ---------------------
    r2750
    If water/food digestion is disabled in options, set water/food level to normal. Fixed Russian translation. CalculateSurrenderStrength: fixed squadleader bonus.
    ---------------------
    r2749
    Reduced length for Russian translation for "Loyal" to better fit on screen.
    ---------------------
    r2748
    PrisonerSurrenderMessageBoxCallBack: disabled MSYS_RemoveRegion.
    ---------------------
    r2747
    Set NCTH_PRE_RECOIL = FALSE by default. Penalty to player surrender strength if asking soldier has no squadleader trait. Morale hit from unsuccessful surrender demand. Radio operator can demand surrender from enemy by radio. After unsuccess...
    ---------------------
    r2746
    CalcCounterForceMax - bonus for alt weapon holding only for two handed weapons - bonus for long autofire, +50% at 10 bullets
    ---------------------
    r2745
    New option NCTH_PRE_RECOIL (true by default): always calculate NCTH pre recoil.
    ---------------------
    r2744
    Always allow enemy reinforcements in town sectors regardless of RADIO_OPERATOR_REINFORCEMENTS option.
    ---------------------
    r2743
    New option RADIO_OPERATOR_REINFORCEMENTS (true by default): enemy team requires active radio operator to call reinforcements.
    ---------------------
    r2742
    Code formatting. IsWeaponMounted: return false if weapon not ready.
    ---------------------
    r2741
    Added "Hide top bar" ingame option.
    ---------------------
    r2740
    Update max aiming when aim shot location is changed.
    ---------------------
    r2739
    Activate "exchange places" cursor when talking cursor is aiming at legs. Improved code to calculate default aim with "Maximum aiming" option enabled. DetermineCursorBodyLocation: safety checks.
    ---------------------
    r2738
    Activate "Exchange places" cursor when ALT is pressed.
    ---------------------
    r2737
    When option to start with max aiming is enabled, use aim level that provides max chance to hit instead of max possible aim level.
    ---------------------
    r2736
    Add on option to start at maximum aiming level (by Asdow). When hovering mouse on an enemy, aiming level is started at maximum instead of no aiming when this option is toggled.
    ---------------------
    r2735
    SwapMercPositions: allow swap with neutral stationary civilian inside same room.
    ---------------------
    r2734
    SetInterfaceHeightLevel: also check sCenterGridNo, sIsolatedGridNo.
    ---------------------
    r2733
    Code cleanup. SetSoldierGridNo: - don't change gridno for invisible tiles - added debug message in case soldier struct is missing InternalIsValidStance: allow checking in custom gridno. InternalPlaySoldierFootstepSound: allow playing sound...
    ---------------------
    r2732
    Error messages will now print the video object's file name when throwing the error, giving us an immediate starting point for debugging. Especially useful when those intermittent assertion errors happen (by Asdow).
    ---------------------
    r2731
    Removed TOPTION_SPREAD_FIREingmae option. Added new option SPREAD_FIRE to [Extended Options] section of Ja2_Options.ini
    ---------------------
    r2730
    Removed TOPTION_TRACERS_FOR_SINGLE_FIRE option, tracer effect is always used for tracer bullets.
    ---------------------
    r2729
    Removed TOPTION_ANIMATE_SMOKE ingame option.
    ---------------------
    r2728
    Improved tooltip for Formation movement option, added hint to use Shift+click to start formation movement any time.
    ---------------------
    r2727
    Improved tooltip text for soldier tooltip option (Shift+D).
    ---------------------
    r2726
    Updated Editor code to trunk state.
    ---------------------
    r2725
    Reworked reinforcements code. Always allow reinforcements if enemy soldiers left < soldier slots left. Always allow reinforcements (pending soldiers, existing groups) from this sector, only prohibit reinforcements from other sectors when ja...
    ---------------------
    r2724
    PutNonSquadMercsInPlayerGroupOnSquads: if we failed to place soldier in a unique squad, create another squad, this should fix the crash when unloading from vehicle more mercs than current squad size. IsEnoughSpaceInVehicle: limit mercs in v...
    ---------------------
    r2723
    Enabled some debug checks and messages in release version. Removed requirement for radio operator to call reinforcements. Enabled muzzle flash code for first bullet when using tracers.
    ---------------------
    r2722
    Code improvements (by Asdow, majcosta). Add ability to match against leg armor attachments (by Asdow) Improved flashlight code (by cptmoore).
    ---------------------
    r2721
    Add possibility to match against helmet attachments (by Asdow).
    ---------------------
    r2720
    Skip "Nada" items when loading sector for the first time.
    ---------------------
    r2719
    Prevent scout trait from working in helicopter.
    ---------------------
    r2718
    When cheat creating food item, set bTemperature to OVERHEATING_MAX_TEMPERATURE to make food fresh.
    ---------------------
    r2717
    New option INACTIVITY_PENALTY (10 by default), defines level of penalty to loyalty from player inactivity, set to 0 to disable any negative effects from inactivity.
    ---------------------
    r2716
    Minor code improvements, warnings fixes.
    ---------------------
    r2715
    Use red "X" as indication for incorrect scope mode.
    ---------------------
    r2714
    Fix endless loop in FindInterfaceScopeMode when bScopeMode was set incorrectly for soldier.
    ---------------------
    r2712
    Fix illegal array access (by Asdow.) Array length was too small when using old skill trait system.
    ---------------------
    r2711
    Fix CTD when displaying long names in map inventory (by Asdow).
    ---------------------
    r2710
    When drinking from canteen/water drum, use ubPortionSize if defined.
    ---------------------
    r2709
    USE_ITEM merge: default status of second created item equals the status of first created item.
    ---------------------
    r2708
    USE_ITEM merge: if <PointsAdded> is defined, set status of new created items to PointsAdded.
    ---------------------
    r2707
    USE_ITEM merge: if <PointsUsed> is defined and attachment has not enough status points, reduce status of merge result items.
    ---------------------
    r2706
    Only show gear icon for ammo transformation when not in combat.
    ---------------------
    r2705
    Use magazine name instead of split transformation message which only shows magazine size.
    ---------------------
    r2704
    When transforming crate in soldier's inventory, allow to choose mag size. Show transformation gear icon for ammo crates and boxes.
    ---------------------
    r2703
    addAmmoToPocketPopup: allow belt ammo of greater size if weapon checked is in belt fed mode. ItemDescTransformRegionCallback: allow splitting ammo box/crate into belt magazines of greater size.
    ---------------------
    r2702
    FindMedKit, FindFirstAidKit: irst try to find kit without poison damage.
    ---------------------
    r2701
    Apply poison when bandaging if item has <PoisonPercentage> tag.
    ---------------------
    r2700
    Removed unused variable.
    ---------------------
    r2699
    LOBOT: enemies wear backpacks properly (by rftrdev) If an enemy soldier gets a backpack when randomly generated, put it into the backpack inventory slot instead of a generic inventory slot.
    ---------------------
    r2698
    GetPercentReadyTimeAPReduction: removed scope mode support.
    ---------------------
    r2697
    GetPercentAPReduction, GetObjectModifier: fixed incorrect bonus calculation. Tweaked outline color for items on the ground.
    ---------------------
    r2696
    Less bright outline for glowing items. Tweaked colors for items on the ground outline (green on floor level, orange on roof).
    ---------------------
    r2695
    Increased penalty from light for white lasers. Increased penalty for white laser sight when spot cannot be seen clearly. Muzzle flash removes stealth effect (except for IR lasers).
    ---------------------
    r2694
    Improved code to blind enemy by flash from white laser: check that spot is not in light, check LOS to target.
    ---------------------
    r2693
    Improved code to blind enemy by flash from white laser. WearsBallisticGoggles, WearsSunGoggles: added support for helmets.
    ---------------------
    r2692
    When shooting enemy to the head from front side using white laser type, there's a chance to blind enemy by flash. Fixed target flash for white laser. Added localized messages when soldier is blinded.
    ---------------------
    r2691
    Always show weapon/head gear if ADDITIONAL_NCTH_CURSOR_INFO > 1.
    ---------------------
    r2690
    Experimental fix: draw tooltips after NCTH indicator.
    ---------------------
    r2689
    Laser fixes, muzzle flash fixes. Using laser also activates muzzle flash code, store laser type in fMuzzleFlash flag. Removed flash effect for shooter when using white laser. Muzzle flash removes camo effect. Allow muzzle flash effect for I...
    ---------------------
    r2688
    Added <ubLaserType> tag to Items.xml, defines type of laser: 1 - normal (regular red laser in 1.13) 2 - green (better visibility in daylight) 3 - IR (requires NVG to see) 4 - white (forces muzzle flash effect, creates short light flash on t...
    ---------------------
    r2687
    Fixed incorrect laser dot display in NCTH cursor when laser bonus was negative. Allow using laser as supplementary bonus even for scopes if laser is defined for gun itself, representing some internal aiming system. When using laser as activ...
    ---------------------
    r2686
    EvaluateQueenSituation: make sure queen waits enough before next decision. Tweaked placement of scope mode icon on item picture. For iron sight attachment with laser bonus, show red "L" instead of scope mode picture. For sights, show red "+...
    ---------------------
    r2685
    Attachments with <BlockIronSight> tag provide bonus only if they are selected as active scope.
    ---------------------
    r2684
    Added scope mode support to <PercentReadyTimeAPReduction> tag. Items with <BlockIronSight> tag don't provide bonus when in hip firing mode, in normal mode they are ignored unless used with active scope with ScopeMagFactor > 1.0 (for example...
    ---------------------
    r2683
    Changed formula for gun skill calculation to (6 * Marksmanship + 4 * 10 * min(10, ExpLevel + NumSkillTraits)) / 10, so weapon skill level can compensate up to 2 experience levels
    ---------------------
    r2682
    OCTH: added <bDifficultyBonus> tag (range from -100 to 100) in Items.xml which applies bonus to a value calculated from max <ubDifficulty> values from item and attachments.
    ---------------------
    r2681
    OCTH: - lowered bonus from wisdom when calculating weapon skill to 1/4 max - only apply penalty from insufficient weapon skill to player mercs
    ---------------------
    r2680
    New tag <ubDifficulty> in Items.xml, value limited to 0..100, only used in OCTH calculation: -gun difficulty is calculated as max of all <ubDifficulty> values from gun and it's attachments. -soldier gun skill is calculated as (6 * bMarksm...
    ---------------------
    r2679
    Path tweaks: - bloodcats and zombies avoid light - bloodcats avoid fresh corpses
    ---------------------
    r2678
    Added new tag <ubJamChance> to Items.xml and AmmoTypes.xml, this tag defines straight jam chance, that works independently of standard jam chance calculation, and it calculated as a sum of <ubJamChance> for weapon, ammo and all attachments.
    ---------------------
    r2677
    Changed sound name of bullet flying over merc to Whoosh[N].ogg
    ---------------------
    r2676
    Play whoosh sound when bullet flies over merc. Code formatting and minor improvements.
    ---------------------
    r2675
    Code improvements, safety checks added.
    ---------------------
    r2674
    Code improvements, safety checks.
    ---------------------
    r2673
    Don't dereference a null pointer in SoldierGiveItemFromAnimation() LoadStrategicAI: check pSoldier pointer before using when checking underground sector.
    ---------------------
    r2672
    Removed unused functions MapOptimize, TrashMapTile. Code improvements.
    ---------------------
    r2671
    Fix IMPs having 0 need to sleep.
    ---------------------
    r2670
    SCHEDULE_ACTION_LEAVESECTOR: improved code to first use FindNearbyPointOnEdgeOfMap() and then FindNearestEdgePoint() if not found. DecayStrategicMorale: check correct assignment before calling NumberOfPeopleInSquad(). HandleSight: no sight ...
    ---------------------
    r2669
    HandleAtNewGridNo: don't allow gas to affect dying soldier. SoldierTakeDamage: when increasing suspicion for all player spies, check that attacker != NOBODY. DamageStructure: - only execute code for damaging structures with bullets if reas...
    ---------------------
    r2668
    Fixed incorrect gearkit price calculation (multiply by number of items in stack).
    ---------------------
    r2667
    Minor improvements for vehicle code.
    ---------------------
    r2666
    Chance to ignore unseen attack using silenced weapons: minor code tweaks.
    ---------------------
    r2665
    Fix bug introduced in r2661: Bloodcat cannot advance to enemy because NewOKDestination returned FALSE, returned fIgnorePeople flag to InternalOkayToAddStructureToWorld and OkayToAddStructureToTile. Added more debug information to creature A...
    ---------------------
    r2664
    Show vehicle cursor for soldier in vehicle, allow exiting vehicle when clicking. Show movement mode on steering wheel if driver is selected (High gear or Low gear). Added driver actions to skills menu: - horn, uses Sounds\Misc\CarHorn.ogg -...
    ---------------------
    r2663
    Improved code to damage vehicle when destroying objects: - do not call SoldierTakeDamage for zero damage (removes sound if no damage taken) - added 10% chance of +1 to damage
    ---------------------
    r2662
    fix: vehicle ramming people not working properly when driving in non-diagonal directions (by anv)
    ---------------------
    r2661
    r7284 vehicle Update: Roadkill with vehicles and ramming (by anv) - new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when s...
    ---------------------
    r2660
    NumberOfPlayerControllableMercsInSquad: fix incorrect array access. Minor code improvements.
    ---------------------
    r2659
    Feature: can rest weapons of vehicles. Improved code for regen booster bandaging effect. Do not change bInitialActionPoints when entering vehicle.
    ---------------------
    r2658
    r7212 drivable vehicles update (by anv) - vehicles aren't transparent anymore, - vehicles are louder than people, depending how fast they move. - make sure we won't put vehicle in another vehicle - if soldier is in vehicle, draw UI above mi...
    ---------------------
    r2657
    Code formatting.
    ---------------------
    r2656
    r716 driveable vehicle update (by anv): - Vehicles can now exit sector in tactical screen.
    ---------------------
    r2655
    r7204 drivable Cars update (by anv): - Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If y...
    ---------------------
    r2654
    Regen tweaks: - removed max life damage - bandage 5-25 points per turn - restore 1-3 points of health per turn
    ---------------------
    r2653
    Implemented r7193: : Allow driving vehicles in tactical (by anv) - To control vehicle, click on it or on the steering wheel in team panel under driver's portrait. - Vehicles have two gears - slow drive and fast drive, switchable just like w...
    ---------------------
    r2652
    Show names of inactive mercs: don't show when soldier is in vehicle.
    ---------------------
    r2651
    Code formatting.
    ---------------------
    r2650
    Quick hotkey help picture: added support for 1280x1024 mode, uses Hotkeys_1280.png file.
    ---------------------
    r2649
    Chinese translation update (by zwwooooo).
    ---------------------
    r2648
    New option HELP_PICTURE_KEY allows to show hotkey help picture in tactical screen. Picture is taken from Interface\Hotkeys_XXX.png, where XXX can be 1024, 800 or 640, the game also can load Hotkeys.png
    ---------------------
    r2647
    Renamed radar related global variables. Added code to display help picture when CAPS key is pressed.
    ---------------------
    r2646
    Editor tweaks (by Asdow): - removed remnants of editoritems buffer as it is no longer used - improve readability - removed unused clippingRect
    ---------------------
    r2645
    Fix INT16 buffer overflow when displaying items in items tab (by Asdow).
    ---------------------
    r2644
    MoveAllInHelicopterToFootMovementGroup: only set SOLDIER_AIRDROP, SOLDIER_AIRDROP_TURN flags if it's actual airdrop and not just kicking passengers out and leaving sector.
    ---------------------

    ja2_7609+Fix 中文版:详情及下载见《ja2_7609+AI 中文版 r2643,ja2_7609 Fix 中文版 r2635》。

    r2636~r2903log

    r2903
    OCTH: fixed incorrect bipod bonus calculation.
    ---------------------
    r2899
    OCTH: fixed incorrect bipod bonus calculation.
    ---------------------
    r2713
    Various fixes by Shadooow: - fix for endless clock issue in POW cutscene - prevented the game to capture more than 3 mercs for rescuing - this also fixes a memory leak as the code accessed array with out of bounds value - fixed queen altern...
    ---------------------

     

     

    转载请注明转自: 《ja2_7609+AI 中文版 r2953,ja2_7609 Fix 中文版 r2903》



沪ICP备19023445号-2号
友情链接