ProcessNoise: fixed incorrect noise terrain check.

Reverted r9259.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9274 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-01-25 04:15:39 +00:00
parent f8be9a0db1
commit e887f85a44
2 changed files with 5 additions and 24 deletions
+1 -10
View File
@@ -5784,8 +5784,6 @@ void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType
// else if noiseMaker's NOBODY, no opplist changes or interrupts are possible
}
BOOLEAN gfPlayerMercHeardNoise = FALSE;
void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
{
SOLDIERTYPE *pSoldier;
@@ -5853,14 +5851,13 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
*/
// if we have now somehow obtained a valid terrain type //shadooow: and it is not a noise from doors
if (ubNoiseType != NOISE_CREAKING && ((ubSourceTerrType >= FLAT_GROUND) || (ubSourceTerrType <= DEEP_WATER)))
if (ubNoiseType != NOISE_CREAKING && ubSourceTerrType >= FLAT_GROUND && ubSourceTerrType <= DEEP_WATER)
{
//NumMessage("Source Terrain Type = ",ubSourceTerrType);
bCheckTerrain = TRUE;
}
// else give up trying to get terrain type, just assume sound isn't muffled
// DETERMINE THE *PERCEIVED* SOURCE OF THE NOISE
switch (ubNoiseType)
{
@@ -6022,12 +6019,6 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
// Can the listener hear noise of that volume given his circumstances?
ubEffVolume = CalcEffVolume(pSoldier, sGridNo, bLevel, ubNoiseType, ubBaseVolume, bCheckTerrain, pSoldier->bOverTerrainType, ubSourceTerrType);
// sevenfm: indicate that player team heard noise
if (bTeam == gbPlayerNum && ubEffVolume > 0)
{
gfPlayerMercHeardNoise = TRUE;
}
// if a the noise maker is a person, not just NOBODY
if (ubNoiseMaker < TOTAL_SOLDIERS)
{