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:
Sevenfm
2016-06-25 09:44:25 +00:00
parent fea2a0d12b
commit b1eb11941a
5 changed files with 38 additions and 22 deletions
+4 -3
View File
@@ -19384,8 +19384,9 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY )
{
if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) )
// sevenfm: bPanicTriggerIsAlarm is always not NULL pointer
//if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) )
if ( gTacticalStatus.ubTheChosenOne == pSoldier->ubID )
{
// replace this guy as the chosen one!
gTacticalStatus.ubTheChosenOne = NOBODY;
@@ -21909,7 +21910,7 @@ BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType )
UINT16 uCnt = 0, uiReactionTime;
INT16 iInjuryPenalty;
for ( uCnt = 0; uCnt <= MAX_NUM_SOLDIERS; uCnt++ )
for ( uCnt = 0; uCnt < MAX_NUM_SOLDIERS; uCnt++ )
{
// first find all guys who can see us
pInterrupter = MercPtrs[uCnt];