- Removed the "ENABLE_RIFLE_SLING" define

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5512 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-08-24 07:52:17 +00:00
parent 2b98099a34
commit 9fc9f09472
3 changed files with 0 additions and 8 deletions
-2
View File
@@ -5857,7 +5857,6 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
{
case HANDPOS:
case GUNSLINGPOCKPOS:
#ifdef ENABLE_RIFLE_SLING
{
// Flugente: if item has a weapon sling attached, it can't be stolen
if ( HasAttachmentOfClass(pObject, AC_SLING) )
@@ -5867,7 +5866,6 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
break;
}
#endif
case SECONDHANDPOS:
case KNIFEPOCKPOS:
case BIGPOCK1POS:
-2
View File
@@ -3626,7 +3626,6 @@ UINT32 GetInvMovementCost(OBJECTTYPE* pObj, UINT32 old_pos, UINT32 new_pos)
cost += uiAPCostToSlot[dst_type];
cost += weight_modifier;
#ifdef ENABLE_RIFLE_SLING
// Flugente if we move an item from our hands to the sling, and item has a weapon sling, don't charge any APs
if ( 1 == src_type && 7 == dst_type )
{
@@ -3635,7 +3634,6 @@ UINT32 GetInvMovementCost(OBJECTTYPE* pObj, UINT32 old_pos, UINT32 new_pos)
// we simply let go of the item, we can do that because the sling will catch it
cost = 0;
}
#endif
if (cost > APBPConstants[AP_INV_MAX_COST])
cost = APBPConstants[AP_INV_MAX_COST];
-4
View File
@@ -9691,7 +9691,6 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPo
// OK, drop item in main hand...
if ( this->inv[ HANDPOS ].exists() == true )
{
#ifdef ENABLE_RIFLE_SLING
// Flugente: If item has an attached rifle sling, place it the sling position instead
int bSlot = GUNSLINGPOCKPOS;
if ( HasAttachmentOfClass(&(this->inv[ HANDPOS ]), AC_SLING) && TryToPlaceInSlot(this, &(this->inv[ HANDPOS ]), FALSE, bSlot, GUNSLINGPOCKPOS) )
@@ -9699,9 +9698,6 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sPo
;
}
else if ( !( this->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ) )
#else
if ( !( this->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ) )
#endif
{
// ATE: if our guy, make visible....
if ( this->bTeam == gbPlayerNum )