diff --git a/Tactical/Handle Doors.cpp b/Tactical/Handle Doors.cpp index ab1fa4c3..6ade888a 100644 --- a/Tactical/Handle Doors.cpp +++ b/Tactical/Handle Doors.cpp @@ -771,9 +771,10 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p // Attempt to force door if ( AttemptToBlowUpLock( pSoldier, pDoor ) ) { - //pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); + pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); //ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] ); - fHandleDoor = TRUE; + // silversurfer: removed this so the merc can blow a lock without directly opening the door and remain helpless with no AP to do something + //fHandleDoor = TRUE; } else { @@ -801,7 +802,8 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p { pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); //ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_PICKED_STR ] ); - fHandleDoor = TRUE; + // silversurfer: removed this so the merc can pick a lock without directly opening the door and remain helpless with no AP to do something + //fHandleDoor = TRUE; } else { @@ -885,12 +887,13 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p if ( AttemptToUnlockDoor( pSoldier, pDoor ) ) { //ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_UNLOCKED_STR ] ); - //pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); + pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE ); UpdateDoorPerceivedValue( pDoor ); - fHandleDoor = TRUE; + // silversurfer: removed this so the merc can unlock a door without directly opening it and remain helpless with no AP to do something + //fHandleDoor = TRUE; } else {