Fix: endless clock as vehicle tries to cower

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7875 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-05-22 19:45:59 +00:00
parent e370e21f5f
commit 856b34b446
+11 -4
View File
@@ -9583,13 +9583,19 @@ void SOLDIERTYPE::BeginSoldierGetup( void )
pStructureFileRef = GetAnimationStructureRef( this->ubID, DetermineSoldierAnimationSurface( this, ANIM_CROUCH ), ANIM_CROUCH );
break;
}
fEnoughPlace = OkayToAddStructureToWorld( this->sGridNo, this->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[this->ubDirection]]), this->ubID, FALSE, NOBODY );
if ( pStructureFileRef )
fEnoughPlace = OkayToAddStructureToWorld( this->sGridNo, this->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[this->ubDirection]]), this->ubID, FALSE, NOBODY );
}
else
// vehicles can't cower...
else if ( !(this->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
pStructureFileRef = GetAnimationStructureRef( this->ubID, DetermineSoldierAnimationSurface( this, END_COWER ), END_COWER );
fEnoughPlace = OkayToAddStructureToWorld( this->sGridNo, this->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[this->ubDirection]]), this->ubID, FALSE, NOBODY );
if ( pStructureFileRef )
fEnoughPlace = OkayToAddStructureToWorld( this->sGridNo, this->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[this->ubDirection]]), this->ubID, FALSE, NOBODY );
}
if ( this->stats.bLife >= OKLIFE && this->bBreath >= OKBREATH && (this->bSleepDrugCounter == 0) && fEnoughPlace )
{
// get up you hoser!
@@ -9624,7 +9630,8 @@ void SOLDIERTYPE::BeginSoldierGetup( void )
break;
}
}
else
// vehicles can't cower...
else if ( !(this->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
this->EVENT_InitNewSoldierAnim( END_COWER, 0, FALSE );
}