- 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
+4 -5
View File
@@ -7279,23 +7279,22 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
INT8 bDirection;
BOOLEAN fMuzzleFlash = FALSE;
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
if (!(gTacticalStatus.uiFlags & INCOMBAT))
{
return;
}
if ( pAttacker->usAttackingWeapon == DART_GUN )
if (AmmoTypes[pAttacker->inv[pAttacker->ubAttackingHand][0]->data.gun.ubGunAmmoType].dart)
{
// rarely noticed
if ( SkillCheck( pDefender, NOTICE_DART_CHECK, 0 ) < 0)
if (SkillCheck(pDefender, NOTICE_DART_CHECK, 0) < 0)
{
return;
}
}
// do we need to do checks for life/breath here?
if ( pDefender->ubBodyType == LARVAE_MONSTER || (pDefender->flags.uiStatusFlags & SOLDIER_VEHICLE && pDefender->bTeam == OUR_TEAM) )
if (pDefender->ubBodyType == LARVAE_MONSTER || (pDefender->flags.uiStatusFlags & SOLDIER_VEHICLE && pDefender->bTeam == OUR_TEAM))
{
return;
}