diff --git a/Tactical/Drugs And Alcohol.cpp b/Tactical/Drugs And Alcohol.cpp index 90d655141..b16a42ef0 100644 --- a/Tactical/Drugs And Alcohol.cpp +++ b/Tactical/Drugs And Alcohol.cpp @@ -221,6 +221,7 @@ BOOLEAN ApplyDrugs_New( SOLDIERTYPE *pSoldier, UINT16 usItem, UINT16 uStatusUsed // Dirty panel fInterfacePanelDirty = DIRTYLEVEL2; + fCharacterInfoPanelDirty = TRUE; return TRUE; } diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 24cd22009..f25da85f6 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -1991,6 +1991,11 @@ void PlayWeaponSound(SOLDIERTYPE *pSoldier, OBJECTTYPE *pObjHand, OBJECTTYPE *pO UINT32 uiResult = SOUND_ERROR; BOOLEAN fSkipSound = FALSE; + //shadooow: fixes playing full burst sound with just one or two bullets in chamber + if ((*pObjHand)[0]->data.gun.ubGunShotsLeft < bShotsToFire) + { + bShotsToFire = (*pObjHand)[0]->data.gun.ubGunShotsLeft; + } if (usNoisefactor < gGameExternalOptions.gubMaxPercentNoiseSilencedSound || Weapon[usUBItem].ubAttackVolume <= 10) { fSilenced = TRUE;