mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Fix: movement costs are not recompiled if a structure is destroyed by gunfire or vehicular collision
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9085 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+35
-21
@@ -1895,21 +1895,28 @@ INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, IN
|
||||
// this is the damage we will cause. The higher our damage, the faster can we destroy a structure
|
||||
damage += max(1, 2 * sAntiMaterialImpact / ubBaseArmour);
|
||||
|
||||
// the structure might not exists afterwards, thus we store the gridno
|
||||
INT32 tmpgridno = pStructure->sGridNo;
|
||||
BOOLEAN recompile = FALSE;
|
||||
ExplosiveDamageGridNo( pStructure->sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason );
|
||||
ExplosiveDamageGridNo( tmpgridno, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason );
|
||||
|
||||
//Since the structure is being damaged, set the map element that a structure is damaged
|
||||
gpWorldLevelData[ pStructure->sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
|
||||
gpWorldLevelData[ tmpgridno ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
|
||||
|
||||
// if we destroyed something, the roof might get damaged too
|
||||
// recompile = TRUE means that we destroyed something
|
||||
if ( fWallHere && recompile )
|
||||
if ( recompile )
|
||||
{
|
||||
HandleRoofDestruction( pStructure->sGridNo, damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( NORTH ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( EAST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( WEST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( pStructure->sGridNo, DirectionInc( SOUTH ) ), damage * 0.75f );
|
||||
// if we destroyed something, the roof might get damaged too
|
||||
if ( fWallHere )
|
||||
{
|
||||
HandleRoofDestruction( tmpgridno, damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( NORTH ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( EAST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( WEST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( SOUTH ) ), damage * 0.75f );
|
||||
}
|
||||
|
||||
RecompileLocalMovementCostsFromRadius( tmpgridno, 2 );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1919,30 +1926,37 @@ INT8 DamageStructure( STRUCTURE * pStructure, UINT8 ubDamage, UINT8 ubReason, IN
|
||||
{
|
||||
INT16 damage = 255;
|
||||
|
||||
// the structure might not exists afterwards, thus we store the gridno
|
||||
INT32 tmpgridno = pStructure->sGridNo;
|
||||
BOOLEAN recompile = FALSE;
|
||||
ExplosiveDamageGridNo( sGridNo, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason );
|
||||
ExplosiveDamageGridNo( tmpgridno, damage, 10, &recompile, FALSE, -1, FALSE, ubOwner, 0, ubReason );
|
||||
|
||||
//Since the structure is being damaged, set the map element that a structure is damaged
|
||||
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
|
||||
gpWorldLevelData[ tmpgridno ].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED;
|
||||
|
||||
// handle structure revenge - damage to vehicle
|
||||
if ( ubOwner != NOBODY && MercPtrs[ubOwner] && !ARMED_VEHICLE( MercPtrs[ubOwner] ) )
|
||||
{
|
||||
MercPtrs[ ubOwner ]->SoldierTakeDamage( 0, Random(max(0,(ubBaseArmour-10)/5))+max(0,(ubBaseArmour-10)/5), 0, TAKE_DAMAGE_STRUCTURE_EXPLOSION, NOBODY, MercPtrs[ ubOwner ]->sGridNo, 0, TRUE );
|
||||
}
|
||||
|
||||
// Flugente: if we destroyed a wall, the roof might get damaged too
|
||||
|
||||
// recompile = TRUE means that we destroyed something
|
||||
if ( fWallHere && recompile )
|
||||
if ( recompile )
|
||||
{
|
||||
// lets not make it that extreme
|
||||
damage = 100;
|
||||
// if we destroyed something, the roof might get damaged too
|
||||
if ( fWallHere )
|
||||
{
|
||||
// lets not make it that extreme
|
||||
damage = 100;
|
||||
|
||||
HandleRoofDestruction( sGridNo, damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( NORTH ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( EAST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( WEST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( SOUTH ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( tmpgridno, damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( NORTH ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( EAST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( WEST ) ), damage * 0.75f );
|
||||
HandleRoofDestruction( NewGridNo( tmpgridno, DirectionInc( SOUTH ) ), damage * 0.75f );
|
||||
}
|
||||
|
||||
RecompileLocalMovementCostsFromRadius( tmpgridno, 2 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user