UIHandleNewBadMerc: create soldier at interface level.

RemoveBlood: correctly remove blood on specified level.
UpdateBloodGraphics: update rendering.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8792 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-04-26 05:37:05 +00:00
parent 9995b70ee9
commit bc2a3dd0fc
2 changed files with 18 additions and 1 deletions
+9
View File
@@ -1220,6 +1220,15 @@ UINT32 UIHandleNewBadMerc( UI_EVENT *pUIEvent )
}
}
// sevenfm
if(IS_MERC_BODY_TYPE(pSoldier))
{
if (gsInterfaceLevel)
pSoldier->SetSoldierHeight(WALL_HEIGHT);
else
pSoldier->SetSoldierHeight(0);
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = usMapPos;
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
+9 -1
View File
@@ -143,7 +143,11 @@ UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
void RemoveBlood( INT32 sGridNo, INT8 bLevel )
{
gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
//gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
if (bLevel > 0)
(gpWorldLevelData[sGridNo].ubBloodInfo) &= ~(0xE0);
else
(gpWorldLevelData[sGridNo].ubBloodInfo) &= ~(0x1C);
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
@@ -527,6 +531,10 @@ void UpdateBloodGraphics( INT32 sGridNo, INT8 bLevel )
RemoveObject( sGridNo, usIndex );
//ApplyMapChangesToMapTempFile( FALSE );
// sevenfm: update rendering
pMapElement->uiFlags |= MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_FULL);
}
// OK, pick new one. based on strength and randomness