Fix: AMMOTYPE::highExplosive was sometimes interpreted as an item number, sometimes as boolean, and sometimes a an index over explosives. It is now treated as an item number

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6124 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-06-16 15:05:41 +00:00
parent 47b1594d53
commit 38308680db
3 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -332,7 +332,7 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
// No explosive but an attacker with HE ammo.
if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) && ubOwner != NOBODY)
{
ExpParams.ubTypeID = (INT8)Explosive[AmmoTypes[ammotype].highExplosive].ubAnimationID;
ExpParams.ubTypeID = (INT8)Explosive[Item[AmmoTypes[ammotype].highExplosive].ubClassIndex].ubAnimationID;
// return;
}
else // just normal explosives should get here