- Made the "Rifle sling" feature optional, so we can decide if we like to build an executable with/without the feature

o See: builddefines.h: #define ENABLE_RIFLE_SLING
o Note: This feature is NOT the strategy performance killer

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5360 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-07-06 13:43:34 +00:00
parent cecdc22d61
commit de6c84d4a9
4 changed files with 15 additions and 0 deletions
+2
View File
@@ -3594,6 +3594,7 @@ UINT32 GetInvMovementCost(OBJECTTYPE* pObj, UINT32 old_pos, UINT32 new_pos)
cost += uiAPCostToSlot[dst_type];
cost += weight_modifier;
#ifdef ENABLE_RIFLE_SLING
// Flugente if we move an item from our hands to the sling, and item has a weapon sling, don't charge any APs
if ( 1 == src_type && 7 == dst_type )
{
@@ -3602,6 +3603,7 @@ UINT32 GetInvMovementCost(OBJECTTYPE* pObj, UINT32 old_pos, UINT32 new_pos)
// we simply let go of the item, we can do that because the sling will catch it
cost = 0;
}
#endif
if (cost > APBPConstants[AP_INV_MAX_COST])
cost = APBPConstants[AP_INV_MAX_COST];