Explain how the cursor system works a bit better, and make it easier to edit these blasted things.
Created a external file called cursorselection, that can be loaded into a spreadsheet for easy editing.master
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@ -17,7 +17,8 @@ CLEANFILES = \
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scriptvals_parser.h
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EXTRA_DIST = \
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autorevision.h
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autorevision.h \
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cursorselection
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bin_PROGRAMS = warzone2100
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noinst_HEADERS = \
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@ -0,0 +1,50 @@
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// You should use a spreadsheet to modify this file.
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// This is how you populate the pointers to show the correct image. MT_* is the possible targets, and SC_* is what we want to show for said target.
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// SC_DROID_CONSTRUCT(0), SC_DROID_DIRECT(1), SC_DROID_INDIRECT(2), SC_DROID_CLOSE(3), SC_DROID_SENSOR(4), SC_DROID_ECM(5), SC_DROID_BRIDGE(6), SC_DROID_RECOVERY(7), SC_DROID_COMMAND(8), SC_DROID_BOMBER(9), SC_DROID_TRANSPORTER(10), SC_DROID_SUPERTRANSPORTER(11), SC_DROID_DEMOLISH(12), SC_DROID_REPAIR(13), SC_INVALID(14)
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//
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// empty terrain tile [MT_TERRAIN]
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{CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_BOMB,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE},
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// resource tile [MT_RESOURCE]
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{CURSOR_BUILD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// impassible tile [MT_BLOCKING]
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{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// river tile [MT_RIVER]
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{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_BRIDGE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// trench tile [MT_TRENCH]
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{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_BRIDGE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// damaged friendly structure [MT_OWNSTRDAM]
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{CURSOR_FIX,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// undamaged friendly structure [MT_OWNSTROK]
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{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// partially built friendly structure [MT_OWNSTRINCOMP]
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{CURSOR_BUILD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// friendly repair facility [MT_REPAIR]
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{CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_DEST,CURSOR_SEEKREPAIR},
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// friendly damagedrepair facility [MT_REPAIRDAM]
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{CURSOR_FIX,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_DEST,CURSOR_SEEKREPAIR},
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// enemy structure [MT_ENEMYSTR]
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{CURSOR_MOVE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_JAM,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_BOMB,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_MOVE},
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// transport [MT_TRANDROID]
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{CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_EMBARK},
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// friendly droid [MT_OWNDROID]
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{CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_SELECT},
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// damaged friendly droid [MT_OWNDROIDDAM]
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{CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_PICKUP,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
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// enemy droid [MT_ENEMYDROID]
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{CURSOR_MOVE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_JAM,CURSOR_MOVE,CURSOR_MOVE,CURSOR_ATTACK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_MOVE},
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// command droid [MT_COMMAND]
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{CURSOR_SELECT,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_ATTACH},
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// artefact [MT_ARTIFACT]
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{CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_PICKUP,CURSOR_PICKUP},
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// feature that can be damaged ie attacked [MT_DAMFEATURE]
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{CURSOR_NOTPOSSIBLE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// sensor droid [MT_SENSOR]
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{CURSOR_SELECT,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
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// wrecked building feature [MT_UNUSED] FIXME: ?
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{CURSOR_DEST,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// construction droid [MT_CONSTRUCT]
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{CURSOR_SELECT,CURSOR_GUARD,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
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// sensor structure [MT_SENSORSTRUCT]
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{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// damaged sensor structure. [MT_SENSORSTRUCTDAM]
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{CURSOR_FIX,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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@ -86,84 +86,10 @@ struct _dragBox dragBox3D,wallDrag;
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extern char DROIDDOING[512]; // holds the string on what the droid is doing
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// NOTE: the external file "cursorselection" is used, so you can import that into a spreadsheet, and edit it there, much easier.
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static const CURSOR arnMPointers[POSSIBLE_TARGETS][POSSIBLE_SELECTIONS] =
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{
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// empty terrain tile
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{CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,
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CURSOR_BOMB,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE},
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// resource tile
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{CURSOR_BUILD,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,CURSOR_MOVE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// impassible tile
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{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// river tile
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{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_BRIDGE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// trench tile
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{CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_BRIDGE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// damaged friendly structure
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{CURSOR_FIX,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
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CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// undamaged friendly structure
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{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
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CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// partially built friendly structure
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{CURSOR_BUILD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
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CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// friendly repair facility
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{CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,
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CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,
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CURSOR_SEEKREPAIR,CURSOR_DEST,CURSOR_SEEKREPAIR},
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// friendly damagedrepair facility
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{CURSOR_FIX,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,
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CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,
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CURSOR_SEEKREPAIR,CURSOR_DEST,CURSOR_SEEKREPAIR},
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// enemy structure
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{CURSOR_MOVE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_JAM,CURSOR_ATTACK,
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CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_BOMB,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_MOVE},
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// transport
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{CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_EMBARK,
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CURSOR_EMBARK,CURSOR_EMBARK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_EMBARK},
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// friendly droid
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{CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,
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CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_SELECT},
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// damaged friendly droid
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{CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,
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CURSOR_PICKUP,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
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// enemy droid
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{CURSOR_MOVE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_JAM,CURSOR_MOVE,
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CURSOR_MOVE,CURSOR_ATTACK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_MOVE},
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// command droid
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{CURSOR_SELECT,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,CURSOR_ATTACH,
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CURSOR_ATTACH,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_ATTACH},
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// artefact
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{CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,
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CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_PICKUP,CURSOR_PICKUP},
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// feature that can be damaged ie attacked
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{CURSOR_NOTPOSSIBLE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_LOCKON,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_ATTACK,CURSOR_ATTACK,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// sensor droid
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{CURSOR_SELECT,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,
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CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
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// wrecked building feature
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{CURSOR_DEST,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,
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CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE},
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// construction droid
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{CURSOR_SELECT,CURSOR_GUARD,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,CURSOR_SELECT,
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CURSOR_SELECT,CURSOR_SELECT,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_FIX},
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// sensor structure
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{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
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CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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// damaged sensor structure.
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{CURSOR_FIX,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
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CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
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#include "cursorselection"
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};
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/// acceleration on scrolling. Game Option.
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@ -2845,13 +2771,13 @@ UBYTE DroidSelectionWeights[NUM_DROID_WEIGHTS] = {
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3, //DROID_PERSON,
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3, //DROID_CYBORG,
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9, //DROID_TRANSPORTER,
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10, //DROID_SUPERTRANSPORTER
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0, //DROID_COMMAND,
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4, //DROID_REPAIR,
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5, //DROID_DEFAULT,
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4, //DROID_CYBORG_CONSTRUCT,
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4, //DROID_CYBORG_REPAIR,
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3, //DROID_CYBORG_SUPER,
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10, //DROID_SUPERTRANSPORTER
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};
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