-added callahan's fix for HE ammo not exploding

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@339 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-07-10 02:51:15 +00:00
parent 185f154aa8
commit 7731b74109
+11 -6
View File
@@ -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;