Experimental tweak: stop muzzle flash at the end of the attack, to allow visibility check and interrupt to work correctly.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8954 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-03-14 18:33:06 +00:00
parent 8822bfcb8f
commit 4cab0e2bdf
4 changed files with 16 additions and 2 deletions
+2 -1
View File
@@ -9762,7 +9762,8 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
DequeueAllDemandGameEvents( TRUE );
// if we're in realtime, turn off the attacker's muzzle flash at this point
if ( !(gTacticalStatus.uiFlags & INCOMBAT) && pSoldier )
// sevenfm: always stop muzzle flash at the end of attack
if (pSoldier) // &&!(gTacticalStatus.uiFlags & INCOMBAT)
{
EndMuzzleFlash( pSoldier );
}