Fix: when using two guns, both are reloaded on the reload cursor prompt, even if one of them still has ammo. This has been changed so that now only empty guns get reloaded

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9146 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-07-24 19:15:18 +00:00
parent 102ee32232
commit ed82841e3c
7 changed files with 54 additions and 41 deletions
+34 -27
View File
@@ -3889,12 +3889,12 @@ INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot
}
}
BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
{
OBJECTTYPE *pObj, *pObj2;
INT8 bSlot;
INT16 bAPCost;
BOOLEAN fRet;
BOOLEAN fRet = FALSE;
CHECKF( pSoldier );
@@ -3996,38 +3996,45 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
if (Item[pObj->usItem].usItemClass == IC_GUN || Item[pObj->usItem].usItemClass == IC_LAUNCHER)
{
bSlot = FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
// Flugente: only reload if it's empty, or we really want to
if ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, HANDPOS ) )
{
// reload using this ammo!
fRet = ReloadGun( pSoldier, pObj, &(pSoldier->inv[bSlot]) );
// if we are valid for two-pistol shooting (reloading) and we have enough APs still
// then do a reload of both guns!
if ( (fRet == TRUE) && pSoldier->IsValidSecondHandShotForReloadingPurposes( ) )
bSlot = FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT );
if ( bSlot != NO_SLOT )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[SECONDHANDPOS]) );
// reload using this ammo!
fRet = ReloadGun( pSoldier, pObj, &( pSoldier->inv[bSlot] ) );
}
}
bSlot = FindAmmoToReload( pSoldier, SECONDHANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
// if we are valid for two-pistol shooting (reloading) and we have enough APs still
// then do a reload of both guns!
// Flugente: only reload if it's empty, or we really want to
if ( pSoldier->IsValidSecondHandShotForReloadingPurposes()
&& ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS ) ) )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &( pSoldier->inv[SECONDHANDPOS] ) );
bSlot = FindAmmoToReload( pSoldier, SECONDHANDPOS, NO_SLOT );
if ( bSlot != NO_SLOT )
{
// ce would reload using this ammo!
bAPCost = GetAPsToReloadGunWithAmmo( pSoldier, pObj, &( pSoldier->inv[bSlot] ) );
if ( EnoughPoints( pSoldier, (INT16)bAPCost, 0, FALSE ) )
{
// ce would reload using this ammo!
bAPCost = GetAPsToReloadGunWithAmmo( pSoldier, pObj, &(pSoldier->inv[bSlot] ) );
if ( EnoughPoints( pSoldier, (INT16) bAPCost, 0, FALSE ) )
{
// reload the 2nd gun too
fRet = ReloadGun( pSoldier, pObj, &(pSoldier->inv[bSlot]) );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->GetName() );
}
// reload the 2nd gun too
fRet = ReloadGun( pSoldier, pObj, &( pSoldier->inv[bSlot] ) );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_RELOAD_ONLY_ONE_GUN], pSoldier->GetName() );
}
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return( fRet );
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return( fRet );
}
// couldn't reload