From 037a70b2538c9dff905d11cf32bfba969d101e51 Mon Sep 17 00:00:00 2001 From: Sevenfm Date: Fri, 7 May 2021 18:12:32 +0000 Subject: [PATCH] Fix for drugged icon not displaying on merc portrait immediately when taking drug from map screen (by Shadooow). Fix for playing full burst firing sound with less bullets than the usual for the gun burst fire in chamber (by Shadooow). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9011 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/Drugs And Alcohol.cpp | 1 + Tactical/Weapons.cpp | 5 +++++ 2 files changed, 6 insertions(+) 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;