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// PB: Control Camera Behaviour -->
case "ChrCamCameraSwitch":
if(bSeaActive && !bAbordageStarted) break; // PB: Don't do this while sailing, but don't prevent it during boarding
if(LAi_IsFightMode(PChar) || globalSGMode)
{
weaponID = GetCharacterEquipByGroup(Pchar,GUN_ITEM_TYPE);
if(HasSubStr(weaponID, "LongRifle")) break; // PB: Don't switch camera if using Long Rifle!
if(IsCharacterPerkOn(PChar, "ImproveAiming")) // Levis: Enable first person shooting for every gun with the right perk
{
//Levis added check for loaded gun
if(!globalSGMode && 0 < LAi_GetCharacterChargeCur(Pchar))
{
LAi_SetFightMode(PChar, false);
LAi_QuestDelay("get_shot_gun_mode", 1.0);
}else{
globalSGMode = false;
LAi_QuestDelay("get_sword_ready", 1.0);
}
}
}
else
{
if(FREE_CAMERA) // Levis: We don't want to go in here if we are in shotgun mode or in fightmode
{
if(locCameraCurMode == LOCCAMERA_FOLLOW) locCameraFree();
else locCameraFollow();
}
}
break;
// PB: Control Camera Behaviour <--
There is a particle effect setting in InternalSettings.h that you can decrease, if I recall.I think the game can't handle too much of these smoke effects when killing the monk.. and I still couldnt find the dead body..
HasSubStr should check for ALL versions of the Long Rifle. Saves me the trouble of putting in individual checks.But the id "LongRifle" is temp I guess?
Where is that supposed to go?Also reminding you Pieter of using the reload1.wav for in/out of sgmode.
//------------------------------------------------------------------------------------SKILL ITEM SETTINGS-------------------------------------------
// GENERAL: ItemIndex picIndex Price numneeded leader accuracy repair sneak skiptrade
// | itmID modelID | rare | | stack | fencing | cannons | defence | | skiprand
// | | | picTexture | | MinLevel | indian | | hidden | | sailing | grapple | commerce | | skipequip
//-----------|---|------------|----------|---|----|----|------|----|----|---|--|------|---|---|---|---|---|---|---|---|---|-----|--|--|--|skipsell--
// HOLY ITEMS: scheffnow
//-----------|---|------------|----------|---|----|----|------|----|----|---|--|------|---|---|---|---|---|---|---|---|---|-----|--|--|--|----------
n = InitItem(n,"holycross1", "", 8, 1, 0.01, 0, 0, 0, 1, 1, 1, +4, +4, +1, +1, +1, +1, +1, +1, +1, +4, 1, 1, 1, 1);
n = InitItem(n,"holycross2", "", 8, 2, 0.10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1);
n = InitItem(n,"holycross3", "", 8, 3, 0.01, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1);
//--------------------------------------------------------------------------------------------------------------------------------------------------
Or we enable them. Seems a shame to have them go unused.I tought the holy_crosses where in the game, but could be mistaken indeed. Then we should just add the juwerly item to it. it's not that hard. will add the jewelry9 to the check also.
Hmm... Perhaps it is actually OK.About the dialog, I think I made a typo in the end (should say "personally"), but what else doesn't make sense?