mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Brief: //dnl ch63
- Fixing AI problems when they use launchers. Details: - Seems from implementation of 100AP system and new attachment system and new kind of GL launchers, AI use them improperly or not used at all. Bugs was: - Bursting grenades from non burst launcher. - Not use GL if grenade is already in it - Not firing from rocket launcher if couldn't find hand grenade. - Refusing to launch grenade from attached GL if couldn't find grenade in other pockets. - Never fire from single rocket launchers like LAW. - Incorrect chance to throw calculation for GLs which lead into no decision to throw. - Whole cylinder of grenades was permanently remove from pocket after reloading launcher. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6321 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+7
-2
@@ -3713,7 +3713,12 @@ INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot
|
||||
{
|
||||
return( NO_SLOT );
|
||||
}
|
||||
|
||||
if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)//dnl ch63 230813
|
||||
{
|
||||
pObj = FindAttachment_GrenadeLauncher(&pSoldier->inv[bWeaponIn]);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Flugente: check for underbarrel weapons and use that object if necessary
|
||||
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[bWeaponIn]) );
|
||||
|
||||
@@ -3721,7 +3726,7 @@ INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot
|
||||
if ((*pObj)[0]->data.gun.ubGunShotsLeft && !((*pObj)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
|
||||
return bWeaponIn;
|
||||
//</SB>
|
||||
|
||||
}
|
||||
if ( Item[pObj->usItem].usItemClass == IC_GUN && !Item[pObj->usItem].cannon )
|
||||
{
|
||||
//MM: make reload use crates/boxes if not in combat...
|
||||
|
||||
Reference in New Issue
Block a user