diff --git a/GameVersion.cpp b/GameVersion.cpp index 78dccbbb..a24fe69e 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" }; #else //RELEASE BUILD VERSION - INT16 zVersionLabel[256] = { L"Release v1.13.79 2006.05.25" }; + INT16 zVersionLabel[256] = { L"Release v1.13.80" }; #endif diff --git a/JA2.vcproj b/JA2.vcproj index 13231e83..0b7563d3 100644 --- a/JA2.vcproj +++ b/JA2.vcproj @@ -43,7 +43,7 @@ usItem].camobonus * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ; + bns = (INT16) (Item[pObj->usItem].camobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ; for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++) { - bns += (INT16) (Item[pObj->usAttachItem[bLoop]].camobonus * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100)); + bns += (INT16) (Item[pObj->usAttachItem[bLoop]].camobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100)); } return( bns ); } diff --git a/Tactical/UI Cursors.cpp b/Tactical/UI Cursors.cpp index 85b54fe5..1fcf553a 100644 --- a/Tactical/UI Cursors.cpp +++ b/Tactical/UI Cursors.cpp @@ -162,8 +162,13 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, UINT16 usMapPo break; case KNIFECURS: - - ubCursorID = HandleKnifeCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags ); + //Madd: quick hack to make wirecutter cursor appear when using a knife that can cut through wire + if ( Item[ubItemIndex].wirecutters && IsCuttableWireFenceAtGridNo( sTargetGridNo ) && pSoldier->bLevel == 0 ) + { + ubCursorID = GOOD_WIRECUTTER_UICURSOR; + } + else + ubCursorID = HandleKnifeCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags ); break; case AIDCURS: diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index dc03965c..2db7b86e 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -1194,6 +1194,11 @@ BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier ) // 1) Are we attacking with our second hand? if ( pSoldier->ubAttackingHand == SECONDHANDPOS ) { + if ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].NoSemiAuto ) // Madd: no autofire w/second hand (yet) + { + return( FALSE ); + } + if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) ) { if ( pSoldier->bTeam == gbPlayerNum ) diff --git a/TileEngine/Tile Animation.cpp b/TileEngine/Tile Animation.cpp index 6766b53e..212d2008 100644 --- a/TileEngine/Tile Animation.cpp +++ b/TileEngine/Tile Animation.cpp @@ -381,7 +381,7 @@ void DeleteAniTile( ANITILE *pAniTile ) break; } - if ( pAniNode->uiFlags & ANITILE_LIGHT ) + if ( pAniNode->uiFlags & ANITILE_LIGHT && ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS ) { LightSpriteDestroy(pAniNode->lightSprite); }