diff --git a/Tactical/Real Time Input.cpp b/Tactical/Real Time Input.cpp index 1fd7bcfe..650d71bd 100644 --- a/Tactical/Real Time Input.cpp +++ b/Tactical/Real Time Input.cpp @@ -248,6 +248,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent ) { pSoldier->sStartGridNo = usMapPos; ResetBurstLocations( ); + pSoldier->bDoAutofire = 6; *puiNewEvent = A_CHANGE_TO_CONFIM_ACTION; } else @@ -1824,6 +1825,7 @@ void QueryRTMButton( UINT32 *puiNewEvent ) void QueryRTWheels( UINT32 *puiNewEvent ) { + SOLDIERTYPE *pSoldier; INT32 sMapPos=0; gViewportRegion.WheelState = gViewportRegion.WheelState * ( gGameSettings.fOptions[TOPTION_INVERT_WHEEL] ? -1 : 1 ); @@ -1857,6 +1859,11 @@ void QueryRTWheels( UINT32 *puiNewEvent ) case MENU_MODE: break; case CONFIRM_ACTION_MODE: //shoot here. but is never gets here :) + if (GetSoldier(&pSoldier, gusSelectedSoldier)) + { + HandleWheelAdjustCursorWOAB(pSoldier, sMapPos, -gViewportRegion.WheelState); + } + break; break; }//switch }//if ( gusSelectedSoldier != NOBODY ) diff --git a/Tactical/UI Cursors.cpp b/Tactical/UI Cursors.cpp index fb11a3c5..b6121043 100644 --- a/Tactical/UI Cursors.cpp +++ b/Tactical/UI Cursors.cpp @@ -1303,10 +1303,6 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO // sevenfm: init autofire bullet num next time when the cursor will be on target gfAutofireInitBulletNum = FALSE; } - else - { - pSoldier->bDoAutofire = 6; - } pSoldier->flags.autofireLastStep = FALSE; }