-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! // Double check that we are using an explosive!
if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) ) // callahan start
{ // this would completely stop any HE gunfire, so it has to die
return; // if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) )
} // {
// return;
// }
// callahan end
// Increment attack counter... // Increment attack counter...
@@ -246,16 +249,18 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16
ExpParams.uiFlags = EXPLOSION_FLAG_USEABSPOS; ExpParams.uiFlags = EXPLOSION_FLAG_USEABSPOS;
ExpParams.ubOwner = ubOwner; ExpParams.ubOwner = ubOwner;
//ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID; //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 ) ) if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) )
{ {
ExpParams.ubTypeID = 2; ExpParams.ubTypeID = Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ubGunAmmoType].highExplosive].ubAnimationID;
// return; // return;
} }
else else
{ {
ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID; ExpParams.ubTypeID = Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
} }
// callahan end
ExpParams.sX = sX; ExpParams.sX = sX;
ExpParams.sY = sY; ExpParams.sY = sY;