Bugfixes (by Flugente)

- fixed a bug that prevented zombies from rising in turnbased mode
- fixed a bug that prevented weapons on the floor from cooling down in turnbased mode
- fixed a bug that caused gun traps with buckshot ammo to deduct to much ammo
- fixed a bug that could crash the game when firing a lot of gun traps at the same time

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5346 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-16 22:57:53 +00:00
parent 99d9567f35
commit 88155e52d0
11 changed files with 272 additions and 246 deletions
+5 -4
View File
@@ -341,7 +341,6 @@ SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT() {
SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT(const SOLDIERCREATE_STRUCT& src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
this->fNoGenNewPalette = src.fNoGenNewPalette;
}
// Assignment operator
@@ -350,7 +349,6 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERCREATE_STRUCT
if (this != &src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
this->fNoGenNewPalette = src.fNoGenNewPalette;
}
return *this;
}
@@ -1360,6 +1358,10 @@ void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass )
BOOLEAN fMercClothingScheme;
hair = -1;
// Flugente: if all palettes are already set, no need to rebuild them. This allows zombies to use a corpses palettes
if( pSoldier->PantsPal[0] && pSoldier->VestPal[0] && pSoldier->SkinPal[0] && pSoldier->HeadPal[0] )
return;
//choose random skin tone which will limit the choice of hair colors.
skin = (INT8)Random( NUMSKINS );
switch( skin )
@@ -1739,8 +1741,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
}
//Generate colors for soldier based on the body type.
if ( !pCreateStruct->fNoGenNewPalette )
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
// Copy item info over
pSoldier->inv = pCreateStruct->Inv;