mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
FindSoldierByProfileID fix: check last soldier in player team
RenderOverheadOverlays fix: last soldier in player team StartInterrupt fix: all interrupts in original interrupt system start as hidden and revealed later if soldier decides something StartInterrupt fix: don't show hidden interrupt DeductPoints, ResolvePendingInterrupt, StartInterrupt: MAX_NUM_SOLDIERS fix SoldierCollapse: replace chosen one if soldier is collapsed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+4
-3
@@ -1024,7 +1024,7 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ub
|
||||
SOLDIERTYPE *pOpponent;
|
||||
BOOLEAN fFoundInterrupter = FALSE;
|
||||
|
||||
for ( uCnt = 0; uCnt <= MAX_NUM_SOLDIERS; uCnt++ )
|
||||
for ( uCnt = 0; uCnt < MAX_NUM_SOLDIERS; uCnt++ )
|
||||
{
|
||||
// first find all guys who watch us
|
||||
pOpponent = MercPtrs[ uCnt ];
|
||||
@@ -4020,11 +4020,12 @@ INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier )
|
||||
// APBP Constants and extra game features.
|
||||
INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime )
|
||||
{
|
||||
Assert(pSoldier != NULL);
|
||||
Assert(&pSoldier->inv[HANDPOS] != NULL);
|
||||
|
||||
INT16 sAPCost = 0;
|
||||
UINT16 usItemNum = pSoldier->inv[HANDPOS].usItem;
|
||||
|
||||
Assert(pSoldier != NULL);
|
||||
Assert(&pSoldier->inv[HANDPOS] != NULL);
|
||||
#ifndef dnlCALCBESTSHOT//dnl ch69 150913 if this is turn on we get incorrect APs as MinAPsToShootOrStab always include raise gun cost
|
||||
if (!ARMED_VEHICLE(pSoldier) && !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE )))//dnl ch64 310813
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user