- fixed manual autofire bullet selection in realtime (hold left mouse button in autofire mode) to work properly instead of always fire 6 bullets

- additionally made mouse wheel to adjust number of autofire bullets in realtime mode

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9130 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Shadooow
2021-07-06 23:04:06 +00:00
parent 814bce8b56
commit 9756cf33f4
2 changed files with 7 additions and 4 deletions
+7
View File
@@ -248,6 +248,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
{ {
pSoldier->sStartGridNo = usMapPos; pSoldier->sStartGridNo = usMapPos;
ResetBurstLocations( ); ResetBurstLocations( );
pSoldier->bDoAutofire = 6;
*puiNewEvent = A_CHANGE_TO_CONFIM_ACTION; *puiNewEvent = A_CHANGE_TO_CONFIM_ACTION;
} }
else else
@@ -1824,6 +1825,7 @@ void QueryRTMButton( UINT32 *puiNewEvent )
void QueryRTWheels( UINT32 *puiNewEvent ) void QueryRTWheels( UINT32 *puiNewEvent )
{ {
SOLDIERTYPE *pSoldier;
INT32 sMapPos=0; INT32 sMapPos=0;
gViewportRegion.WheelState = gViewportRegion.WheelState * ( gGameSettings.fOptions[TOPTION_INVERT_WHEEL] ? -1 : 1 ); gViewportRegion.WheelState = gViewportRegion.WheelState * ( gGameSettings.fOptions[TOPTION_INVERT_WHEEL] ? -1 : 1 );
@@ -1857,6 +1859,11 @@ void QueryRTWheels( UINT32 *puiNewEvent )
case MENU_MODE: case MENU_MODE:
break; break;
case CONFIRM_ACTION_MODE: //shoot here. but is never gets here :) case CONFIRM_ACTION_MODE: //shoot here. but is never gets here :)
if (GetSoldier(&pSoldier, gusSelectedSoldier))
{
HandleWheelAdjustCursorWOAB(pSoldier, sMapPos, -gViewportRegion.WheelState);
}
break;
break; break;
}//switch }//switch
}//if ( gusSelectedSoldier != NOBODY ) }//if ( gusSelectedSoldier != NOBODY )
-4
View File
@@ -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 // sevenfm: init autofire bullet num next time when the cursor will be on target
gfAutofireInitBulletNum = FALSE; gfAutofireInitBulletNum = FALSE;
} }
else
{
pSoldier->bDoAutofire = 6;
}
pSoldier->flags.autofireLastStep = FALSE; pSoldier->flags.autofireLastStep = FALSE;
} }