1. Bugfix - one more pSoldier->bScopeMode != NULL check added

2. Bugfix - removing attachments which created new slots and had attachments in those slots which were also able to go into existing slots in the base item was resulting in duplication of the base attachment and loss of the attached attachment.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5295 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-05-22 03:43:16 +00:00
parent 1d714e117d
commit da2e6f10c1
2 changed files with 9 additions and 14 deletions
+6 -3
View File
@@ -6364,9 +6364,12 @@ UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime,
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists((&(pSoldier->inv[pSoldier->ubAttackingHand])), ObjList);
iPenalty = (Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus * (iRange - Item[ObjList[pSoldier->bScopeMode]->usItem].minrangeforaimbonus)) / 1000;
iPenalty = min(AIM_BONUS_PRONE, iPenalty);
iChance -= iPenalty;
if ( ObjList[pSoldier->bScopeMode] != NULL )
{
iPenalty = (Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus * (iRange - Item[ObjList[pSoldier->bScopeMode]->usItem].minrangeforaimbonus)) / 1000;
iPenalty = min(AIM_BONUS_PRONE, iPenalty);
iChance -= iPenalty;
}
}
/////////////////////////////////////////////////////////////////////////////////////