Bugfixes (by Flugente)

- added a flag that drastically lowers the time needed for drug evaluations
- FIX: fixed a but that could lead to iron sights be used although they were forbidden
- FIX: scopes/sights are also selectable if they do not have a magnification factor (1.0 is used)
- FIX: sector cooldown to zero didn't work as intended

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5372 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-07-09 08:50:26 +00:00
parent 66a2a41f7d
commit 5c3115d743
7 changed files with 82 additions and 18 deletions
+11
View File
@@ -66,6 +66,9 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
gMercProfiles[ LARRY_DRUNK ].bNPCData = 0;
}
// set flag: we are on drugs
pSoldier->bSoldierFlagMask |= SOLDIER_DRUGGED;
// Flugente: we have to check for every single type of drug ( a drug applied may consist of several 'pure' drug types)
for (UINT8 i = DRUG_TYPE_ADRENALINE; i < DRUG_TYPE_MAX; ++i)
{
@@ -244,6 +247,10 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
INT32 cnt, cnt2;
INT32 iNumLoops;
// if were not on drugs, nothing to do here
if ( ( pSoldier->bSoldierFlagMask & SOLDIER_DRUGGED ) == 0 )
return;
// We test for every 'pure' drug separately
for (cnt = DRUG_TYPE_ADRENALINE; cnt < DRUG_TYPE_MAX; ++cnt)
{
@@ -424,6 +431,10 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
}
}
}
// if all drug effects have ended, delete flag
if ( !MercUnderTheInfluence(pSoldier) )
pSoldier->bSoldierFlagMask &= ~SOLDIER_DRUGGED;
}
INT8 GetDrugEffect( SOLDIERTYPE *pSoldier, UINT8 ubDrugType )