- fix for stopping snitches from preventing misbehavior
- fix for stopping snitches reports
- improved code for refused handcuffing
- fixed item bug with items dropping from backpack after using transformation in turnbased mode
- improved code for dart ammotype effect
- removed assert in AddCharacterToAnySquad to prevent crash when selecting merc in vehicle and plotting travel route
- added EXPLOSV_CREATUREGAS effect in UpdateAniTiles()

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8720 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2019-12-22 06:22:23 +00:00
parent 3efe899526
commit d02a4ddd7d
6 changed files with 22 additions and 16 deletions
+8 -5
View File
@@ -1469,18 +1469,21 @@ void HandleSnitchesReports( std::vector<SnitchEvent>& aVec )
bSnitchID = event.ubSnitchID;
pSnitch = FindSoldierByProfileID( bSnitchID, TRUE );
if ( pSnitch == NULL )
if (pSnitch == NULL)
continue;
if ( !(pSnitch->bActive) )
if (!pSnitch->bActive)
continue;
if ( pSnitch->flags.fMercAsleep )
if (pSnitch->flags.fMercAsleep)
fSleepingSnitch = TRUE;
if (pSnitch->usSoldierFlagMask2 & SOLDIER_SNITCHING_OFF)
continue;
// snitch introduction
if ( fSleepingSnitch )
TacticalCharacterDialogueWithSpecialEvent( pSnitch, 0, DIALOGUE_SPECIAL_EVENT_SLEEP, 0, 0 );
if (fSleepingSnitch)
TacticalCharacterDialogueWithSpecialEvent(pSnitch, 0, DIALOGUE_SPECIAL_EVENT_SLEEP, 0, 0);
SnitchTacticalCharacterDialogue( pSnitch, 0, SNITCH_INTRODUCTION, NO_PROFILE, NO_PROFILE );