Data and Source v1.13 Mod High Resolution version from 2006-04-15

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 18:16:27 +00:00
parent 8b2d0e33aa
commit 8d448f9c64
83 changed files with 2125 additions and 3651 deletions
+25 -7
View File
@@ -995,7 +995,7 @@ void UpdateSMPanel( )
else
{
// Enable some buttons!
if ( IsGunAutofireCapable( gpSMCurrentMerc, HANDPOS ) || IsGunBurstCapable( gpSMCurrentMerc, HANDPOS , FALSE ) || IsGrenadeLauncherAttached ( &(gpSMCurrentMerc->inv[HANDPOS]) ) )
if ( ((IsGunAutofireCapable( gpSMCurrentMerc, HANDPOS ) || IsGunBurstCapable( gpSMCurrentMerc, HANDPOS , FALSE )) && !Weapon[gpSMCurrentMerc->inv[HANDPOS].usItem].NoSemiAuto ) || IsGrenadeLauncherAttached ( &(gpSMCurrentMerc->inv[HANDPOS]) ) )
{
EnableButton( iSMPanelButtons[ BURSTMODE_BUTTON ] );
}
@@ -5988,9 +5988,18 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
// if in attached weapon mode and don't have weapon with GL attached in hand, reset weapon mode
if ( (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )&& !IsGrenadeLauncherAttached( &(pSoldier->inv[ HANDPOS ]) ) )
{
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoBurst = FALSE;
pSoldier->bDoAutofire = 0;
if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
{
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoBurst = FALSE;
pSoldier->bDoAutofire = 0;
}
else
{
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoBurst = TRUE;
pSoldier->bDoAutofire = 1;
}
}
// if he is loaded tactically
@@ -6016,9 +6025,18 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
// as a minimum
if ( (Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass & IC_WEAPON) && GetShotsPerBurst(&pSoldier->inv[ HANDPOS ]) == 0 )
{
pSoldier->bDoBurst = FALSE;
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoAutofire = 0;
if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
{
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoBurst = FALSE;
pSoldier->bDoAutofire = 0;
}
else
{
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoAutofire = 1;
pSoldier->bDoBurst = TRUE;
}
}
}
}