From 9fc9f09472e592eedf36554822ed0ecf4c264c4c Mon Sep 17 00:00:00 2001 From: Wanne Date: Fri, 24 Aug 2012 07:52:17 +0000 Subject: [PATCH] - 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 --- Tactical/Handle Items.cpp | 2 -- Tactical/Interface Panels.cpp | 2 -- Tactical/Soldier Control.cpp | 4 ---- 3 files changed, 8 deletions(-) diff --git a/Tactical/Handle Items.cpp b/Tactical/Handle Items.cpp index 6e5479944..15e05c893 100644 --- a/Tactical/Handle Items.cpp +++ b/Tactical/Handle Items.cpp @@ -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: diff --git a/Tactical/Interface Panels.cpp b/Tactical/Interface Panels.cpp index 29c86e8db..b1f01f028 100644 --- a/Tactical/Interface Panels.cpp +++ b/Tactical/Interface Panels.cpp @@ -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]; diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 0a23bf798..4badb42e7 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 )