Fix for the "CONT" that won't go away

Fix points calculation in BaseAPsToShootOrStab
Tweaks to inventory, soldier, and merc profile structs
Fix for divide by 0 in CalcBestShot


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1199 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-08-14 07:48:45 +00:00
parent 6b6700ce96
commit c9fb501033
7 changed files with 69 additions and 39 deletions
+19 -19
View File
@@ -2889,28 +2889,28 @@ void HandleMouseOverSoldierFaceForContMove( SOLDIERTYPE *pSoldier, BOOLEAN fOn )
return;
}
if ( fOn )
if ( fOn && CheckForMercContMove( pSoldier ) )
{
// Check if we are waiting to continue move...
if ( CheckForMercContMove( pSoldier ) )
//if ( CheckForMercContMove( pSoldier ) )
//{
// Display 'cont' on face....
// Get face
pFace = &gFacesData[ pSoldier->iFaceIndex ];
pFace->fDisplayTextOver = FACE_DRAW_TEXT_OVER;
wcscpy( pFace->zDisplayText, TacticalStr[ CONTINUE_OVER_FACE_STR ] );
sGridNo = pSoldier->sFinalDestination;
if ( pSoldier->bGoodContPath )
{
// Display 'cont' on face....
// Get face
pFace = &gFacesData[ pSoldier->iFaceIndex ];
pFace->fDisplayTextOver = FACE_DRAW_TEXT_OVER;
wcscpy( pFace->zDisplayText, TacticalStr[ CONTINUE_OVER_FACE_STR ] );
sGridNo = pSoldier->sFinalDestination;
if ( pSoldier->bGoodContPath )
{
sGridNo = pSoldier->sContPathLocation;
}
// While our mouse is here, draw a path!
PlotPath( pSoldier, sGridNo, NO_COPYROUTE, PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
sGridNo = pSoldier->sContPathLocation;
}
// While our mouse is here, draw a path!
PlotPath( pSoldier, sGridNo, NO_COPYROUTE, PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
//}
}
else
{
@@ -6063,4 +6063,4 @@ void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInv
}
}
}
}
}