Fixed a bug that was potentially introduced with the underbarrel weapons. Now checks for pSoldier != NULL when removing attachments, so Ctrl+Shift+F doesn't break.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5152 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-04-03 22:41:17 +00:00
parent 7236283508
commit 9786f78da4
+16 -13
View File
@@ -7481,21 +7481,24 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE* pAttachment, OBJECTTYPE * pNew
} }
} }
// if in attached weapon mode and don't have weapon with GL attached in hand, reset weapon mode if (pSoldier != NULL)
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_ATTACHED_UB || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO )&& !IsUnderBarrelAttached( &(pSoldier->inv[ HANDPOS ] ) ) ) )
{ {
if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto ) // 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_ATTACHED_UB || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO )&& !IsUnderBarrelAttached( &(pSoldier->inv[ HANDPOS ] ) ) ) )
{ {
pSoldier->bWeaponMode = WM_NORMAL; if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
pSoldier->bDoBurst = FALSE; {
pSoldier->bDoAutofire = 0; pSoldier->bWeaponMode = WM_NORMAL;
} pSoldier->bDoBurst = FALSE;
else pSoldier->bDoAutofire = 0;
{ }
pSoldier->bWeaponMode = WM_AUTOFIRE; else
pSoldier->bDoBurst = TRUE; {
pSoldier->bDoAutofire = 1; pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoBurst = TRUE;
pSoldier->bDoAutofire = 1;
}
} }
} }