diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp index ba7177f5..53e2f7eb 100644 --- a/Strategic/mapscreen.cpp +++ b/Strategic/mapscreen.cpp @@ -6136,7 +6136,8 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent ) case '5': case '6': case '7': - if (is_networked) + // WANNE: Only show the override panel when '7' is pressed + if (is_networked && InputEvent.usParam == '7') { // haydent manual_overide(); diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index 7dfcb433..910f0fb9 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -368,11 +368,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) SFireWeapon.bTargetLevel = pSoldier->bTargetLevel; SFireWeapon.bTargetCubeLevel= pSoldier->bTargetCubeLevel; if((is_server && pSoldier->ubID<120) || (!is_server && is_client && pSoldier->ubID<20) || (!is_server && !is_client) ) - {//only carry on if own werc - AddGameEvent( S_FIREWEAPON, 0, &SFireWeapon ); + { + //only carry on if own werc + AddGameEvent( S_FIREWEAPON, 0, &SFireWeapon ); - //hayden - if(is_server || (is_client && pSoldier->ubID <20) ) send_fireweapon( &SFireWeapon ); + //hayden + if(is_server || (is_client && pSoldier->ubID <20) ) + send_fireweapon( &SFireWeapon ); } //DIGICRAB: Burst UnCap //Loop around in the animation if we still have burst rounds to fire diff --git a/ja2_2005Express.vcproj b/ja2_2005Express.vcproj index 32b4d37e..a6cee13d 100644 --- a/ja2_2005Express.vcproj +++ b/ja2_2005Express.vcproj @@ -99,7 +99,7 @@