Driveable vehicle update (by anv)

- Vehicles can now exit sector in tactical screen.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7216 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-05-19 18:49:20 +00:00
parent 0fd5f010b8
commit 6f253e7e49
3 changed files with 40 additions and 7 deletions
+15 -2
View File
@@ -4089,7 +4089,12 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
curr = pGroup->pPlayerList;
while( curr )
{
if ( OK_CONTROLLABLE_MERC( curr->pSoldier) )
// anv: passengers can't move anyway
if( curr->pSoldier->bAssignment == VEHICLE )
{
curr->pSoldier->ubWaitActionToDo = 0;
}
else if ( OK_CONTROLLABLE_MERC( curr->pSoldier ) )
{
if ( ubTacticalDirection != 255 )
{
@@ -4784,6 +4789,12 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
return FALSE;
}
// anv: vehicles can't use inner exit grids
if( bExitDirection == (-1) && MercPtrs[gusSelectedSoldier]->bAssignment == VEHICLE )
{
return FALSE;
}
/*
//Exception code for the two sectors in San Mona that are separated by a cliff. We want to allow strategic
//traversal, but NOT tactical traversal. The only way to tactically go from D4 to D5 (or viceversa) is to enter
@@ -4812,7 +4823,9 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// If we are controllable
if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) )
//if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) )
if ( OK_CONTROLLABLE_MERC( pSoldier) && ( pSoldier->bAssignment == CurrentSquad( ) ||
( pSoldier->bAssignment == VEHICLE && GetSoldierStructureForVehicle(pSoldier->iVehicleId)->bAssignment == CurrentSquad( ) ) ) )
{
//Need to keep a copy of a good soldier, so we can access it later, and
//not more than once.