[Fix] A bunch of fixes for artillery strike

* Avoid using hard-coded Signal and HE mortar shell indices. This caused art.strikes malfunctioning in item mods.
* Trim max nubers of waves to duration of signal smoke. Otherwise art.strike turns into unnatural stupidity.
* If enemy AI tried to get art.strike but lacked of resources, player will not a warning anymore.
This commit is contained in:
sun-alf
2023-05-22 22:06:18 +03:00
parent 6e30d24ce5
commit ab2a26accb
15 changed files with 97 additions and 94 deletions
+18
View File
@@ -16015,3 +16015,21 @@ bool HasScopeMagFactorForGun( UINT16 ausItemGun, FLOAT aFactor )
return false;
}
UINT16 GetLaunchableOfExplosionType(UINT16 launcher, UINT8 explosionType)
{
for (int i = 0; i < MAXITEMS; i++)
{
UINT16 launchable = Launchable[i][0];
if (launchable == 0) // if reached end of Launchable list, then stop
break;
if (Launchable[i][1] == launcher)
{
if (Explosive[Item[launchable].ubClassIndex].ubType == explosionType)
return launchable;
}
}
return NOTHING;
}