diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 24031c3d..1cb4372a 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -222,10 +222,13 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 // Double check that we are using an explosive! - if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) ) - { - return; - } + // callahan start + // this would completely stop any HE gunfire, so it has to die + // if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) ) + // { + // return; + // } + // callahan end // Increment attack counter... @@ -246,16 +249,18 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 ExpParams.uiFlags = EXPLOSION_FLAG_USEABSPOS; ExpParams.ubOwner = ubOwner; //ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID; - // marke had to hardcode animation caused by lack of ability to load anim out of gun ammo-explosives from here + // callahan start + // animation is now properly extracted from explosives.xml if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) ) { - ExpParams.ubTypeID = 2; + ExpParams.ubTypeID = Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID; // return; } else { ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID; } + // callahan end ExpParams.sX = sX; ExpParams.sY = sY;