From 5ca112947d64db3e5e78a860df360efced19aaa4 Mon Sep 17 00:00:00 2001 From: Flugente Date: Sun, 17 Mar 2013 21:41:06 +0000 Subject: [PATCH] - Fix: metal detectors did not detect bombs planted by high-level eplosion experts - Fix: non-buried explosves retained some bomb parameters after defusing git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5929 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/Handle Items.cpp | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/Tactical/Handle Items.cpp b/Tactical/Handle Items.cpp index cf256e09..bc3a12c5 100644 --- a/Tactical/Handle Items.cpp +++ b/Tactical/Handle Items.cpp @@ -5312,6 +5312,15 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue ) { gTempObject[0]->data.bTrap = 0; gTempObject.fFlags &= ~( OBJECT_KNOWN_TO_BE_TRAPPED ); + + // Flugente: set back all bomb parameters, otherwsie the bomb will still be armed in the inventory + // set back ubWireNetworkFlag and bDefuseFrequency, but not the direction... bomb is still aimed, it is just turned off + gTempObject.fFlags &= ~( OBJECT_ARMED_BOMB ); + gTempObject[0]->data.ubWireNetworkFlag = 0; + gTempObject[0]->data.bDefuseFrequency = 0; + gTempObject[0]->data.misc.bDetonatorType = 0; + gTempObject[0]->data.misc.bDelay = 0; + gTempObject[0]->data.misc.bFrequency = 0; } // place it in the guy's inventory/cursor @@ -5604,7 +5613,7 @@ BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN f if ( (*pObj)[0]->data.misc.bDetonatorType == BOMB_PRESSURE && !((*pObj).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED) && (!((*pObj).fFlags & OBJECT_DISABLED_BOMB)) ) { // Flugente: some bombs cannot be found via metal detector - if ( fMining && (*pObj)[0]->data.bTrap <= 10 && !( HasItemFlag(pObj->usItem, NO_METAL_DETECTION) || HasItemFlag((*pObj)[0]->data.misc.usBombItem, NO_METAL_DETECTION) ) ) + if ( fMining && (*pObj)[0]->data.bTrap <= 20 && !( HasItemFlag(pObj->usItem, NO_METAL_DETECTION) || HasItemFlag((*pObj)[0]->data.misc.usBombItem, NO_METAL_DETECTION) ) ) { // add blue flag AddBlueFlag( sNextGridNo, pSoldier->pathing.bLevel );