diff --git a/Tactical/PATHAI.cpp b/Tactical/PATHAI.cpp index cb86642e..c0de52c6 100644 --- a/Tactical/PATHAI.cpp +++ b/Tactical/PATHAI.cpp @@ -1380,7 +1380,7 @@ INT16 AStarPathfinder::CalcAP(int const terrainCost, UINT8 const direction) } // Flugente: dragging someone - if ( pSoldier->IsDragging( false ) ) + if ( pSoldier->IsDragging() ) { movementAPCost *= gItemSettings.fDragAPCostModifier; } diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 6d4a108a..777d03fe 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -9046,7 +9046,7 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier } // Flugente: drag people - if ( pSoldier->IsDragging( false ) ) + if ( pSoldier->IsDragging() ) { pSoldier->sAniDelay = gItemSettings.fDragAPCostModifier * pSoldier->sAniDelay; } @@ -11516,7 +11516,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR // Flugente: as we move a tile, we would now be too far away to drag someone. // So remember whether we were dragging (we have to set our position now, otherwise the person we drag woul soon occupy our gridno). - BOOLEAN currentlydragging = this->IsDragging(); + BOOLEAN currentlydragging = this->IsDragging(true); INT32 sOldGridNo = this->sGridNo; // OK, set new position @@ -24226,7 +24226,7 @@ BOOLEAN SOLDIERTYPE::CanBreakWindow(void) BOOLEAN SOLDIERTYPE::CanStartDrag(void) { - if (!this->IsDragging(false) && this->CanDragInPrinciple()) + if (!this->IsDragging() && this->CanDragInPrinciple()) { INT32 sNewGridNo = NewGridNo(this->sGridNo, DirectionInc(this->ubDirection)); diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index 3bba03d3..659f1aae 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -2056,7 +2056,7 @@ public: BOOLEAN CanDragPerson(SoldierID usID, BOOLEAN fCheckStance = FALSE); BOOLEAN CanDragCorpse(UINT16 usCorpseNum, BOOLEAN fCheckStance = FALSE); BOOLEAN CanDragStructure(INT32 sGridNo, BOOLEAN fCheckStance = FALSE); - BOOLEAN IsDragging(bool aStopIfConditionNotSatisfied = true); + BOOLEAN IsDragging(bool aStopIfConditionNotSatisfied = false); void SetDragOrderPerson( SoldierID usID ); void SetDragOrderCorpse( UINT32 uiCorpseID ); void SetDragOrderStructure( INT32 sGridNo ); diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index adad80e8..78511d2f 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -2221,7 +2221,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) // sevenfm: also stop dragging if (gusSelectedSoldier != NOBODY && gusSelectedSoldier && - gusSelectedSoldier->IsDragging(false)) + gusSelectedSoldier->IsDragging()) { gusSelectedSoldier->CancelDrag(); DirtyMercPanelInterface(gusSelectedSoldier, DIRTYLEVEL2);