If firing a one-shot rocket launcher creates a discarded RPG, drop it to the ground, as the object is useless anyway.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7734 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-02-13 20:25:04 +00:00
parent f5ba30c57f
commit b3b3fe0580
+30
View File
@@ -2078,7 +2078,15 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usItemNum].discardedlauncheritem , (*pObjHand)[0]->data.objectStatus, pObjHand );
// Flugente: why would we keep a piece of scrap in our ahnds in the first place? just drop it to the ground
AddItemToPool( pSoldier->sGridNo, pObjHand, 1, pSoldier->pathing.bLevel, 0, -1 );
// Delete object
DeleteObj( pObjHand );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
if ( Item[usUBItem].usBuddyItem != 0 && Item[Item[usUBItem].usBuddyItem].usItemClass & IC_EXPLOSV )
{
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, Item[usUBItem].usBuddyItem, pSoldier->pathing.bLevel );
@@ -2250,6 +2258,13 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usUBItem].discardedlauncheritem, (*pObjHand)[0]->data.objectStatus, pObjHand );
// Flugente: why would we keep a piece of scrap in our ahnds in the first place? just drop it to the ground
AddItemToPool( pSoldier->sGridNo, pObjHand, 1, pSoldier->pathing.bLevel, 0, -1 );
// Delete object
DeleteObj( pObjHand );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
@@ -2834,7 +2849,15 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usUBItem].discardedlauncheritem , (*pObjUsed)[0]->data.objectStatus, pObjUsed );
// Flugente: why would we keep a piece of scrap in our ahnds in the first place? just drop it to the ground
AddItemToPool( pSoldier->sGridNo, pObjUsed, 1, pSoldier->pathing.bLevel, 0, -1 );
// Delete object
DeleteObj( pObjUsed );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
if ( Item[usUBItem].usBuddyItem != 0 && Item[Item[usUBItem].usBuddyItem].usItemClass & IC_EXPLOSV )
{
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, C1, pSoldier->pathing.bLevel );
@@ -2894,6 +2917,13 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
if ( Item[usUBItem].singleshotrocketlauncher )
{
CreateItem( Item[usUBItem].discardedlauncheritem, (*pObjUsed)[0]->data.objectStatus, pObjUsed );
// Flugente: why would we keep a piece of scrap in our ahnds in the first place? just drop it to the ground
AddItemToPool( pSoldier->sGridNo, pObjUsed, 1, pSoldier->pathing.bLevel, 0, -1 );
// Delete object
DeleteObj( pObjUsed );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}