Fixed update of items for which auto/burst does not apply when swapped into the hand

Moved helicopter in Estoni so that it is unblocked by a weed and can therefore appear completely
Fixed conditions where the game should remain paused but doesn't, and where it should unpause but doesn't


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1531 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-10-20 07:13:44 +00:00
parent e879d3103c
commit eeb82168b5
6 changed files with 25 additions and 15 deletions
+5 -5
View File
@@ -4476,10 +4476,10 @@ BOOLEAN IsThisSectorASAMSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
return( FALSE );
}
for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
{
if( ( sSectorX == gpSamSectorX[cnt] ) && ( sSectorY == gpSamSectorY[cnt] ) )
return( TRUE );
for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
{
if( ( sSectorX == gpSamSectorX[cnt] ) && ( sSectorY == gpSamSectorY[cnt] ) )
return( TRUE );
}
return ( FALSE );
@@ -4871,7 +4871,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
for (iLoop = 0; iLoop < pSoldier->usPathDataSize; iLoop++)
{
sTempGridNo += (INT16)DirectionInc( pSoldier->usPathingData[ iLoop ] );
sTempGridNo += DirectionInc( (UINT8) pSoldier->usPathingData[ iLoop ] );
}
if (sTempGridNo == sEndGridNo)