- A few minor bugfixes (by Buggler)

o Tactical Real-time Retreat bugfix (Overhead.cpp)
o Enemy in pursuit mode bugfix (Strategy AI.cpp)
o History Log Entry for Autoresolve Retreat (Auto Resolve.cpp)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4781 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-11-07 09:20:18 +00:00
parent cfc3981342
commit 44840ad883
3 changed files with 9 additions and 9 deletions
+1
View File
@@ -2056,6 +2056,7 @@ void RenderAutoResolve()
gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
gsCiviliansEatenByMonsters = gpAR->ubAliveEnemies;
}
LogBattleResults( LOG_DEFEAT );
break;
}
}
+1
View File
@@ -2115,6 +2115,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic5");
Assert( !pGroup->fPlayer );
if( pGroup->pEnemyGroup->ubIntention == PURSUIT )
{ //Lost the player group that he was going to attack. Return to original position.
SetThisSectorAsEnemyControlled( pGroup->ubSectorX, pGroup->ubSectorY, 0, TRUE );
ReassignAIGroup( &pGroup );
return TRUE;
}
+7 -9
View File
@@ -6177,6 +6177,13 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
// return(FALSE);
//}
// First check for end of battle....
// If there are no enemies at all in the sector
// Battle end should take precedence!
if ( CheckForEndOfBattle( FALSE ) )
{
return( TRUE );
}
// We can only check for end of combat if in combat mode
if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) )
@@ -6194,15 +6201,6 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
return( FALSE );
}
// First check for end of battle....
// If there are no enemies at all in the sector
// Battle end should take presedence!
if ( CheckForEndOfBattle( FALSE ) )
{
return( TRUE );
}
fWeSeeNoOne = WeSeeNoOne();
fNobodyAlerted = NobodyAlerted();