From e370e21f5fe031ff5315519dd5c0f0501c30ce78 Mon Sep 17 00:00:00 2001 From: silversurfer Date: Fri, 22 May 2015 07:28:19 +0000 Subject: [PATCH] New door handling from r7872 will now only happen in turn based combat. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7874 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/Handle Doors.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Tactical/Handle Doors.cpp b/Tactical/Handle Doors.cpp index da47cbe9..f3611ce1 100644 --- a/Tactical/Handle Doors.cpp +++ b/Tactical/Handle Doors.cpp @@ -774,7 +774,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); //ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] ); // silversurfer: changed this so the merc can blow a lock without directly opening the door and remain helpless with no AP to do something. Doors have usKeyItem > 0. - if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 ) + if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 || !((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) ) fHandleDoor = TRUE; } else @@ -804,7 +804,7 @@ 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 ] ); // silversurfer: changed this so the merc can pick a lock without directly opening the door and remain helpless with no AP to do something. Doors have usKeyItem > 0. - if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 ) + if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 || !((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) ) fHandleDoor = TRUE; } else @@ -895,7 +895,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p UpdateDoorPerceivedValue( pDoor ); // silversurfer: changed this so the merc can unlock a door without directly opening it and remain helpless with no AP to do something. Doors have usKeyItem > 0. - if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 ) + if ( LockTable[ pDoor->ubLockID ].usKeyItem == 0 || !((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) ) fHandleDoor = TRUE; } else