- fixed a bug that caused bad pointers when accessing the sector inventory and then entering it

- fixed: reinforcements can happen in turnbased again
- codechange: stacks of ammo item scan now be used to feed a gun from the inventory

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5458 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-08-11 17:07:28 +00:00
parent 7e8b51ad34
commit 333633b782
9 changed files with 68 additions and 25 deletions
+6 -2
View File
@@ -329,12 +329,16 @@ void EndTurn( UINT8 ubNextTeam )
}
else
{
// Flugente: I'm not really sure why we check here for gGameExternalOptions.ubReinforcementsFirstTurnFreeze, shouldn't that be a check for ALLOW_REINFORCEMENTS?
// as this inhibits reinforcements during turnbased-mode, I'll check for that instead
// HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs.
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 2)
//if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 2)
if ( gGameExternalOptions.gfAllowReinforcements )
{
AddPossiblePendingEnemiesToBattle();
}
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 3)
//if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 1 && gGameExternalOptions.ubReinforcementsFirstTurnFreeze != 3)
if ( gGameExternalOptions.gfAllowReinforcements )
{
AddPossiblePendingMilitiaToBattle();
}