HandleItemPointerClick(): use correct target level.

CalcPreRecoilOffset(), CalcRecoilOffset(): fix counterforce calculation for weapon resting feature.
SOLDIERTYPE::GetAPBonus(): use THROUGH_STRATEGIC_MOVE instead of soldier's facing direction to determine sector type.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8719 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2019-12-22 05:57:52 +00:00
parent 0b2e16ac93
commit 3efe899526
3 changed files with 5 additions and 12 deletions
+2 -4
View File
@@ -9542,7 +9542,6 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
}
}
// CHANGE DIRECTION AT LEAST
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, gpItemPointerSoldier );
gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
@@ -9554,8 +9553,8 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
DebugAttackBusy( "Incrementing ABC: Throw item\n" );
// Given our gridno, throw grenate!
CalculateLaunchItemParamsForThrow( gpItemPointerSoldier, sGridNo, gpItemPointerSoldier->pathing.bLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), gpItemPointer, 100, ubThrowActionCode, uiThrowActionData, gpItemPointer->usItem );
// Given our gridno, throw grenade!
CalculateLaunchItemParamsForThrow(gpItemPointerSoldier, sGridNo, gsInterfaceLevel, (INT16)(gsInterfaceLevel * 256 + sEndZ), gpItemPointer, 100, ubThrowActionCode, uiThrowActionData, gpItemPointer->usItem);
// OK, goto throw animation
HandleSoldierThrowItem( gpItemPointerSoldier, usMapPos );
@@ -9565,7 +9564,6 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
gfDontChargeAPsToPickup = FALSE;
EndItemPointer( );
return( TRUE );
}