1. Bugfix - ammo crates will no longer create boxes instead of mags

2. Bugfix - ammo boxes of 100 rounds will now correctly generate C-Mags
3. Bugfix - reduced NAS looping while highlighting items in map screen

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5297 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-05-24 00:38:34 +00:00
parent 6fd8d0652a
commit bd45bf26b2
2 changed files with 10 additions and 6 deletions
+9 -5
View File
@@ -2838,12 +2838,16 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
continue;
}
if ( (UsingNewAttachmentSystem()==false && ValidAttachment( pObject->usItem, pTestObject )) ||
(UsingNewAttachmentSystem()==false && ValidAttachment( pTestObject->usItem, pObject )) ||
(UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pTestObject, pObject->usItem, FALSE, FALSE, 0, cnt)) ||
(UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pObject, pTestObject->usItem, FALSE, FALSE, 0, cnt)) ||
if ( ValidAttachment( pObject->usItem, pTestObject ) ||
ValidAttachment( pTestObject->usItem, pObject ) ||
ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
ValidLaunchable( pObject->usItem, pTestObject->usItem ) )
//if ( (UsingNewAttachmentSystem()==false && ValidAttachment( pObject->usItem, pTestObject )) ||
// (UsingNewAttachmentSystem()==false && ValidAttachment( pTestObject->usItem, pObject )) ||
// (UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pTestObject, pObject->usItem, FALSE, FALSE, 0, cnt)) ||
// (UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pObject, pTestObject->usItem, FALSE, FALSE, 0, cnt)) ||
// ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
// ValidLaunchable( pObject->usItem, pTestObject->usItem ) )
{
fFoundAttachment = TRUE;
@@ -12151,7 +12155,7 @@ void ItemDescTransformRegionCallback( MOUSE_REGION *pRegion, INT32 reason )
// not an ammo crate itself...
if ( Magazine[Item[x].ubClassIndex].ubCalibre == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre &&
Magazine[Item[x].ubClassIndex].ubAmmoType == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType &&
Magazine[Item[x].ubClassIndex].ubMagSize < Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagSize &&
Magazine[Item[x].ubClassIndex].ubMagSize <= Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagSize &&
Magazine[Item[x].ubClassIndex].ubMagType < AMMO_BOX )
{
UINT16 usMagSize = Magazine[Item[x].ubClassIndex].ubMagSize;
+1 -1
View File
@@ -6014,7 +6014,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
{
if(Item[loop].usItemClass == IC_AMMO)
{
if(Magazine[Item[loop].ubClassIndex].ubCalibre == Weapon[pObjUsed->usItem].ubCalibre && Magazine[Item[loop].ubClassIndex].ubAmmoType == Magazine[Item[pObj->usItem].ubClassIndex].ubAmmoType && Magazine[Item[loop].ubClassIndex].ubMagSize == GetMagSize(pObjUsed))
if(Magazine[Item[loop].ubClassIndex].ubCalibre == Weapon[pObjUsed->usItem].ubCalibre && Magazine[Item[loop].ubClassIndex].ubAmmoType == Magazine[Item[pObj->usItem].ubClassIndex].ubAmmoType && Magazine[Item[loop].ubClassIndex].ubMagSize == GetMagSize(pObjUsed) && Magazine[Item[loop].ubClassIndex].ubMagType < AMMO_BOX )
newItem = loop;
}
}