From 7b1ba8f7f28d32b502a7c3792adbe1dbf1712385 Mon Sep 17 00:00:00 2001 From: Flugente Date: Wed, 1 Nov 2017 16:54:08 +0000 Subject: [PATCH] Fix: wrong sound played git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8505 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Strategic/Auto Resolve.cpp | 4 ++-- Tactical/Dialogue Control.cpp | 14 ++++++-------- Tactical/Soldier Ani.cpp | 5 +---- Tactical/Soldier Control.cpp | 8 ++++---- TileEngine/Explosion Control.cpp | 2 +- 5 files changed, 14 insertions(+), 19 deletions(-) diff --git a/Strategic/Auto Resolve.cpp b/Strategic/Auto Resolve.cpp index 4bc216e1f..269ada5d4 100644 --- a/Strategic/Auto Resolve.cpp +++ b/Strategic/Auto Resolve.cpp @@ -4626,7 +4626,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget ) if( pTarget->pSoldier->stats.bLife >= CONSCIOUSNESS || pTarget->uiFlags & CELL_CREATURE ) { if( gpAR->fSound ) - pTarget->pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + PreRandom( 2 ) ) ); + pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 ); } if( !(pTarget->uiFlags & CELL_CREATURE) && iNewLife < OKLIFE && pTarget->pSoldier->stats.bLife >= OKLIFE ) { @@ -4844,7 +4844,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index ) if( pTarget->pSoldier->stats.bLife >= CONSCIOUSNESS ) { if( gpAR->fSound ) - pTarget->pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + PreRandom( 2 ) ) ); + pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 ); } if( iNewLife < OKLIFE && pTarget->pSoldier->stats.bLife >= OKLIFE ) diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp index da0b31899..d8042ab1c 100644 --- a/Tactical/Dialogue Control.cpp +++ b/Tactical/Dialogue Control.cpp @@ -1586,7 +1586,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum ) return FALSE; if (pSoldier->stats.bLife < OKLIFE && usQuoteNum != QUOTE_SERIOUSLY_WOUNDED ) - return( FALSE ); + return( FALSE ); if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) return( FALSE ); @@ -1636,7 +1636,8 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum ) //Replace with me too.... usQuoteNum = QUOTE_ME_TOO; } - gubLogForMeTooBleeds++; + + ++gubLogForMeTooBleeds; } } @@ -3439,15 +3440,13 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ UINT8 ubNumMercs = 0; UINT8 ubChosenMerc; SOLDIERTYPE *pTeamSoldier; - INT32 cnt; + INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID; // Loop through all our guys and randomly say one from someone in our sector // set up soldier ptr as first element in mercptrs list - cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; - // run through list - for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ ) + for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt,pTeamSoldier++ ) { // Add guy if he's a candidate... if ( OK_INSECTOR_MERC( pTeamSoldier ) && PythSpacesAway( sGridNo, pTeamSoldier->sGridNo ) < bDistance && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep && @@ -3465,7 +3464,7 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ } ubMercsInSector[ ubNumMercs ] = (UINT8)cnt; - ubNumMercs++; + ++ubNumMercs; } } @@ -3475,7 +3474,6 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ ubChosenMerc = (UINT8)Random( ubNumMercs ); TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum ); } - } diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index c4a0f3796..1aa8694fc 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -3439,7 +3439,7 @@ BOOLEAN ShouldMercSayHappyWithGunQuote( SOLDIERTYPE *pSoldier ) if ( Weapon[ pSoldier->usAttackingWeapon ].ubDeadliness > MIN_DEADLINESS_FOR_LIKE_GUN_QUOTE ) { // 20 % chance? - if ( Random( 100 ) < 20 ) + if ( Chance( 20 ) ) { return( TRUE ); } @@ -3768,15 +3768,12 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier // Buddy witnessed? SayBuddyWitnessedQuoteFromKill( pKillerSoldier, sGridNo, bLevel ); - } } } } } - - BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse ) { BOOLEAN fBuddyJustDead = FALSE; diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index c5d925d98..c4195ed47 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -6161,7 +6161,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1 } else { - this->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) ); + this->DoMercBattleSound( BATTLE_SOUND_HIT1 ); } } } @@ -6685,14 +6685,14 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 { if ( sRange >= 2 && sRange <= 4 ) { - pSoldier->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) ); + pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 ); pSoldier->EVENT_InitNewSoldierAnim( CHARIOTS_OF_FIRE, 0, FALSE ); return; } else if ( sRange <= 1 ) { - pSoldier->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) ); + pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 ); pSoldier->EVENT_InitNewSoldierAnim( BODYEXPLODING, 0, FALSE ); return; @@ -21598,7 +21598,7 @@ void SOLDIERTYPE::HandleSoldierTakeDamageFeedback( void ) { this->uiTimeSinceLastBleedGrunt = GetJA2Clock( ); - this->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) ); + this->DoMercBattleSound( BATTLE_SOUND_HIT1 ); } } diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 4548017b3..1e9f00e64 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -2154,7 +2154,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN if ( pSoldier->stats.bLife >= CONSCIOUSNESS ) { - pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) ); + pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 ); } if ( ubOwner != NOBODY && MercPtrs[ ubOwner ]->bTeam == gbPlayerNum && pSoldier->bTeam != gbPlayerNum )