- quick fix for sight range

- works only when 'L' pressed one more time

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@159 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-06-03 13:54:21 +00:00
parent 2842c92ce1
commit 23ceb398ff
+26 -22
View File
@@ -4548,6 +4548,8 @@ UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
gfUIDisplayActionPointsInvalid = TRUE;
}
HandleSight( pSoldier, SIGHT_LOOK );
return( GAME_SCREEN );
}
@@ -4590,11 +4592,11 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
pSoldier->bTurningFromUI = TRUE;
// ATE: Hard-code here previous event to ui busy event...
guiOldEvent = LA_BEGINUIOURTURNLOCK;
// ATE: Hard-code here previous event to ui busy event...
guiOldEvent = LA_BEGINUIOURTURNLOCK;
return( TRUE );
}
return( TRUE );
}
else
{
usAnimState = PickSoldierReadyAnimation( pSoldier, FALSE );
@@ -4615,7 +4617,7 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
// Check AP cost...
if ( !EnoughPoints( pSoldier, sAPCost, 0, TRUE ) )
{
return( FALSE );
return( FALSE );
}
if( usAnimState != INVALID_ANIMATION )
@@ -4628,6 +4630,8 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
pSoldier->sLastTarget = sXPos + (MAXCOL * sYPos);
DeductPoints( pSoldier, (INT16)(sAPCost - sAPCostToReady), 0 );
HandleSight( pSoldier, SIGHT_LOOK );
return( TRUE );
}
@@ -4640,12 +4644,12 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
SOLDIERTYPE *pSoldier;
INT32 cnt;
SOLDIERTYPE *pFirstSoldier = NULL;
if ( !GetMouseXY( &sXPos, &sYPos ) )
{
return( GAME_SCREEN );
}
{
return( GAME_SCREEN );
}
if ( gTacticalStatus.fAtLeastOneGuyOnMultiSelect )
{
@@ -4657,24 +4661,24 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
{
if ( pSoldier->uiStatusFlags & SOLDIER_MULTI_SELECTED )
{
MakeSoldierTurn( pSoldier, sXPos, sYPos );
MakeSoldierTurn( pSoldier, sXPos, sYPos );
}
}
}
}
else
{
// Get soldier
if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
return( GAME_SCREEN );
}
else
{
// Get soldier
if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
return( GAME_SCREEN );
}
if ( MakeSoldierTurn( pSoldier, sXPos, sYPos ) )
{
SetUIBusy( pSoldier->ubID );
}
}
if ( MakeSoldierTurn( pSoldier, sXPos, sYPos ) )
{
SetUIBusy( pSoldier->ubID );
}
}
return( GAME_SCREEN );
}