- removed compile warnings

- Fix: sometimes, capturing the last enemy did not end combat as it should
- code change: POW are no longer considered visible opponents. This avoids the error of incorrect sight counters (a bit similar to dying enemies)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-29 17:24:16 +00:00
parent 4eccdec2ee
commit 3e859f91a8
5 changed files with 34 additions and 30 deletions
+6
View File
@@ -16326,6 +16326,9 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
// arrest this guy
pSoldier->bSoldierFlagMask |= SOLDIER_POW;
// Remove as target
RemoveManAsTarget( pSoldier );
// move the items in his hands to the floor and move our handcuff into his hands
if ( pSoldier->inv[ HANDPOS ].exists() == true && !( pSoldier->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ))
{
@@ -16381,6 +16384,9 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
StatChange( this, EXPERAMT, 2, TRUE );
DeductPoints( this, GetAPsToHandcuff( this, sGridNo ), 0, AFTERACTION_INTERRUPT );
// this might have been the last guy...
CheckForEndOfBattle( FALSE );
}
else
{