Fixed delayed mode for grenades.

Changing delayed mode for grenade launcher only possible with DELAYED_GRENADE_EXPLOSION = FALSE.
Minor code improvements and warning fixes.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8771 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-03-14 10:39:18 +00:00
parent 3e07b01a45
commit 560219ac36
2 changed files with 15 additions and 15 deletions
+5 -4
View File
@@ -9674,16 +9674,17 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
void ChangeWeaponMode( SOLDIERTYPE * pSoldier )
{
// ATE: Don't do this if in a fire amimation.....
// ATE: Don't do this if in a fire animation.....
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIRE )
{
return;
}
// Flugente: if we are in a GL fire mode, switch between impact/delayed mode
if ( ( ( pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) ||
( Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_LAUNCHER && !Item[pSoldier->inv[HANDPOS].usItem].rocketlauncher) ) &&
!pSoldier->usGLDelayMode )
if (((pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) ||
(Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_LAUNCHER && !Item[pSoldier->inv[HANDPOS].usItem].rocketlauncher)) &&
!pSoldier->usGLDelayMode &&
!gGameExternalOptions.fDelayedGrenadeExplosion)
{
pSoldier->usGLDelayMode = 1;
}