Fix: ID on artillery shells was not set correctly. This caused all damage of an artillery strike to be attributed to the first merc.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7570 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-10-14 22:15:44 +00:00
parent 396fe4d106
commit 1102106b78
4 changed files with 6 additions and 6 deletions
+3 -3
View File
@@ -13324,7 +13324,7 @@ FLOAT CalcNewChanceToHitAimTraitBonus(SOLDIERTYPE *pSoldier, FLOAT fAimCap, FLOA
extern BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo );
// Flugente: fire item from A to B (intended for mortarshells and launchable grenades)
BOOLEAN ArtilleryStrike( UINT16 usItem, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
BOOLEAN ArtilleryStrike( UINT16 usItem, UINT8 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos )
{
FLOAT dForce, dDegrees;
INT16 sDestX, sDestY, sSrcX, sSrcY;
@@ -13385,8 +13385,8 @@ BOOLEAN ArtilleryStrike( UINT16 usItem, UINT32 usStartingGridNo, UINT32 usTarget
{
PlayJA2Sample( Weapon[ usItem ].sSound, RATE_11025, SoundVolume( HIGHVOLUME, usStartingGridNo ), 1, SoundDir( usStartingGridNo ) );
}
INT32 iID = CreatePhysicalObject( &shellobj, -1, dX, dY, dZ, dForceX, dForceY, dForceZ, 0, THROW_ARM_ITEM, 0, FALSE );
INT32 iID = CreatePhysicalObject( &shellobj, -1, dX, dY, dZ, dForceX, dForceY, dForceZ, ubOwnerID, THROW_ARM_ITEM, 0, FALSE );
// OJW - 20091002 - Explosives
/*if (is_networked && is_client)