- Corrected Bugfix from Revision 6654 (thx to Sevenfm)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6655 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-11-26 16:59:08 +00:00
parent d3d14d2c47
commit b76e9cca86
+5 -4
View File
@@ -468,6 +468,10 @@ INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16
// Flugente: we can arm bombs in our inventory and then throw them out, which will cause them to be added to the world. Only way to identify those items is via a check for their bDetonatorType
if (usFlags & WORLD_ITEM_ARMED_BOMB || ( (Item[pObject->usItem].usItemClass & (IC_BOMB)) && ( ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_TIMED ) || ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_REMOTE ) ) ) )
{
// sevenfm: added flag WORLD_ITEM_ARMED_BOMB
// this fixes bug with remote explosives not being removed after activation, if they were armed in inventory and thrown afterwards
gWorldItems[ iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB;
iReturn = AddBombToWorld( iItemIndex );
if (iReturn == -1)
{
@@ -488,10 +492,7 @@ INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16
pSoldier = MercPtrs[ soldierID ];
}
}
// sevenfm: added flag WORLD_ITEM_ARMED_BOMB
// this fixes bug with remote explosives not being removed after activation, if they were armed in inventory and thrown afterwards
gWorldItems[ iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB;
if (pSoldier != NULL)
{
// if soldier is on our team, or is AI and we are the server