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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.
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1 parent a26aa5f commit addcb20ff0155e8a2bf2810c917c7a6b8f0e5403 @vexed vexed committed Feb 29, 2012
Showing with 55 additions and 78 deletions.
  1. +2 −1 src/Makefile.am
  2. +50 −0 src/cursorselection
  3. +3 −77 src/display.cpp
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@@ -17,7 +17,8 @@ CLEANFILES = \
scriptvals_parser.h
EXTRA_DIST = \
- autorevision.h
+ autorevision.h \
+ cursorselection
bin_PROGRAMS = warzone2100
noinst_HEADERS = \
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@@ -0,0 +1,50 @@
+// You should use a spreadsheet to modify this file.
+// 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.
+// 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)
+//
+// empty terrain tile [MT_TERRAIN]
+{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},
+// resource tile [MT_RESOURCE]
+{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},
+// impassible tile [MT_BLOCKING]
+{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},
+// river tile [MT_RIVER]
+{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},
+// trench tile [MT_TRENCH]
+{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},
+// damaged friendly structure [MT_OWNSTRDAM]
+{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},
+// undamaged friendly structure [MT_OWNSTROK]
+{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},
+// partially built friendly structure [MT_OWNSTRINCOMP]
+{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},
+// friendly repair facility [MT_REPAIR]
+{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},
+// friendly damagedrepair facility [MT_REPAIRDAM]
+{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},
+// enemy structure [MT_ENEMYSTR]
+{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},
+// transport [MT_TRANDROID]
+{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},
+// friendly droid [MT_OWNDROID]
+{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},
+// damaged friendly droid [MT_OWNDROIDDAM]
+{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},
+// enemy droid [MT_ENEMYDROID]
+{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},
+// command droid [MT_COMMAND]
+{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},
+// artefact [MT_ARTIFACT]
+{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},
+// feature that can be damaged ie attacked [MT_DAMFEATURE]
+{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},
+// sensor droid [MT_SENSOR]
+{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},
+// wrecked building feature [MT_UNUSED] FIXME: ?
+{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},
+// construction droid [MT_CONSTRUCT]
+{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},
+// sensor structure [MT_SENSORSTRUCT]
+{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},
+// damaged sensor structure. [MT_SENSORSTRUCTDAM]
+{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;
extern char DROIDDOING[512]; // holds the string on what the droid is doing
+// NOTE: the external file "cursorselection" is used, so you can import that into a spreadsheet, and edit it there, much easier.
static const CURSOR arnMPointers[POSSIBLE_TARGETS][POSSIBLE_SELECTIONS] =
{
-// empty terrain tile
-{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},
-// resource tile
-{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},
-// impassible tile
-{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},
-// river tile
-{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},
-// trench tile
-{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},
-// damaged friendly structure
-{CURSOR_FIX,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
- CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
-// undamaged friendly structure
-{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
- CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
-// partially built friendly structure
-{CURSOR_BUILD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
- CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
-// friendly repair facility
-{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},
-// friendly damagedrepair facility
-{CURSOR_FIX,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,
- CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,CURSOR_SEEKREPAIR,
- CURSOR_SEEKREPAIR,CURSOR_DEST,CURSOR_SEEKREPAIR},
-// enemy structure
-{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_MOVE},
-// transport
-{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_EMBARK},
-// friendly droid
-{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_SELECT},
-// damaged friendly droid
-{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_FIX},
-// enemy droid
-{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_MOVE},
-// command droid
-{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_ATTACH},
-// artefact
-{CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_PICKUP,
- CURSOR_PICKUP,CURSOR_PICKUP,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_PICKUP,CURSOR_PICKUP},
-// feature that can be damaged ie attacked
-{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},
-// sensor droid
-{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_FIX},
-// wrecked building feature
-{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},
-// construction droid
-{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_FIX},
-// sensor structure
-{CURSOR_NOTPOSSIBLE,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
- CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
-// damaged sensor structure.
-{CURSOR_FIX,CURSOR_GUARD,CURSOR_LOCKON,CURSOR_GUARD,CURSOR_GUARD,CURSOR_GUARD,CURSOR_MOVE,CURSOR_MOVE,
- CURSOR_GUARD,CURSOR_NOTPOSSIBLE,CURSOR_NOTPOSSIBLE,CURSOR_DEST,CURSOR_MOVE},
+#include "cursorselection"
};
/// acceleration on scrolling. Game Option.
@@ -2845,13 +2771,13 @@ UBYTE DroidSelectionWeights[NUM_DROID_WEIGHTS] = {
3, //DROID_PERSON,
3, //DROID_CYBORG,
9, //DROID_TRANSPORTER,
- 10, //DROID_SUPERTRANSPORTER
0, //DROID_COMMAND,
4, //DROID_REPAIR,
5, //DROID_DEFAULT,
4, //DROID_CYBORG_CONSTRUCT,
4, //DROID_CYBORG_REPAIR,
3, //DROID_CYBORG_SUPER,
+ 10, //DROID_SUPERTRANSPORTER
};

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