Fix: If 'forced turn mode' is active, sometimes enemy groups already present in an enemy-occupied sector are interpreted as pending reinforcements, causing them to spawn at the sector edges instead of inside the sector.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8544 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-03-11 12:36:27 +00:00
parent 6b040c0eba
commit b20c9a9de9
+5 -1
View File
@@ -1661,7 +1661,11 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
if ( gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FTM_ENTER_COMBAT ] );
if( Random( 100 ) >= Random( 100 ) ) // give a chance for either to go first
// Flugente 2018-03-11: this part is problematic. If the enemy enters combat first, it is possible for enemie groups that are already present to be counted as pending
// reinfocements, causing them to spawn at the edges of a sector instead.
// I am thus changing this so that the player team always gets the first turn if combat has not yet been started
if ( !(gTacticalStatus.uiFlags & INCOMBAT) || Random( 100 ) >= Random( 100 ) )
EnterCombatMode( OUR_TEAM );
else
EnterCombatMode( ENEMY_TEAM );