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
+4 -4
View File
@@ -5999,12 +5999,12 @@ BOOLEAN HandleUIReloading( SOLDIERTYPE *pSoldier )
if ( guiCurrentUICursor == GOOD_RELOAD_UICURSOR )
{
// Check APs to reload...
bAPs = GetAPsToAutoReload( pSoldier );
bAPs = GetAPsToAutoReload( pSoldier, false );
if ( EnoughPoints( pSoldier, bAPs, 0,TRUE ) )
{
// OK, we have some ammo we can reload.... reload now!
if ( !AutoReload( pSoldier ) )
if ( !AutoReload( pSoldier, false ) )
{
// Do we say we could not reload gun...?
}
@@ -8949,12 +8949,12 @@ void HandleTacticalReload()
// Do we have the ammo to reload?
// Check APs to reload...
bAPs = GetAPsToAutoReload(pSoldier);
bAPs = GetAPsToAutoReload(pSoldier, false);
if (EnoughPoints(pSoldier, bAPs, 0, TRUE))
{
// OK, we have some ammo we can reload.... reload now!
if (!AutoReload(pSoldier))
if ( !AutoReload(pSoldier, false) )
{
// Do we say we could not reload gun...?
pSoldier->DoMercBattleSound(BATTLE_SOUND_CURSE1);