diff --git a/GameVersion.cpp b/GameVersion.cpp index 6c853696f..d6273120b 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -15,9 +15,9 @@ #ifdef JA2EDITOR #ifdef JA2UB - CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7808 (Development Build)" }; #else - CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7808 (Development Build)" }; #endif // ------------------------------ @@ -27,11 +27,11 @@ //DEBUG BUILD VERSION #ifdef JA2UB - CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7808 (Development Build)" }; #elif defined (JA113DEMO) - CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7808 (Development Build)" }; #else - CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7808 (Development Build)" }; #endif #elif defined CRIPPLED_VERSION @@ -46,16 +46,16 @@ //RELEASE BUILD VERSION #ifdef JA2UB - CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7808 (Development Build)" }; #elif defined (JA113DEMO) - CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7808 (Development Build)" }; #else - CHAR16 zVersionLabel[256] = { L"Release v1.13.7800 (Development Build)" }; + CHAR16 zVersionLabel[256] = { L"Release v1.13.7808 (Development Build)" }; #endif #endif -CHAR8 czVersionNumber[16] = { "Build 15.03.29" }; //YY.MM.DD +CHAR8 czVersionNumber[16] = { "Build 15.04.03" }; //YY.MM.DD CHAR16 zTrackingNumber[16] = { L"Z" }; // SAVE_GAME_VERSION is defined in header, change it there diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 3ed24b7cf..5340cc49a 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -14373,15 +14373,7 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void ) // we must be in a sector (not travelling) if ( !bInSector ) return(FALSE); - - // not possible if already prone - if ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE ) - return(FALSE); - - // not possible to get this bonus on a roof, as there are no objects on the roof on which we could rest our gun - if ( this->pathing.bLevel == 1 ) - return(FALSE); - + // this is odd - invalid GridNo... well, not mounted then if ( TileIsOutOfBounds( this->sGridNo ) ) return(FALSE); @@ -14399,6 +14391,14 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void ) else if ( !WeaponReady( this ) ) return FALSE; + // if we are prone, then we are 'mounting' our gun on the very floor we are laying upon, which always exist + if ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE ) + return TRUE; + + // not possible to get this bonus on a roof, as there are no objects on the roof on which we could rest our gun + if ( this->pathing.bLevel == 1 ) + return(FALSE); + // we determine the height of the next tile in our direction. Because of the way structures are handled, we sometimes have to take the very tile we're occupying right now INT32 nextGridNoinSight = this->sGridNo; if ( this->ubDirection == NORTH || this->ubDirection == SOUTHWEST || this->ubDirection == WEST || this->ubDirection == NORTHWEST )