-fixed GL Bursts so they work w/guns w/out burst mode

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@285 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-22 07:01:35 +00:00
parent 634537e5ce
commit a353c2cea8
+1 -1
View File
@@ -712,7 +712,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// FIRST CHECK IF WE'VE REACHED MAX FOR GUN // FIRST CHECK IF WE'VE REACHED MAX FOR GUN
fStop = FALSE; fStop = FALSE;
if ( pSoldier->bDoBurst > ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS]))) || ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst)) if ( ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst) || (pSoldier->bWeaponMode != WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS])))) )
{ {
fStop = TRUE; fStop = TRUE;
fFreeUpAttacker = TRUE; fFreeUpAttacker = TRUE;