- fixed issue with visibility of enemies after raising scoped gun (no need to look twice anymore) and versa, i hope.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@618 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Lesh
2006-11-05 18:22:05 +00:00
parent 1b25b0f093
commit f072ee19ce
3 changed files with 77 additions and 66 deletions
+1 -3
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@@ -4552,7 +4552,7 @@ UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
gfUIDisplayActionPointsInvalid = TRUE; gfUIDisplayActionPointsInvalid = TRUE;
} }
HandleSight( pSoldier, SIGHT_LOOK ); //HandleSight( pSoldier, SIGHT_LOOK );
return( GAME_SCREEN ); return( GAME_SCREEN );
@@ -4635,8 +4635,6 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
pSoldier->sLastTarget = sXPos + (MAXCOL * sYPos); pSoldier->sLastTarget = sXPos + (MAXCOL * sYPos);
DeductPoints( pSoldier, (INT16)(sAPCost - sAPCostToReady), 0 ); DeductPoints( pSoldier, (INT16)(sAPCost - sAPCostToReady), 0 );
HandleSight( pSoldier, SIGHT_LOOK );
return( TRUE ); return( TRUE );
} }
} }
+9
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@@ -2245,6 +2245,15 @@ BOOLEAN EVENT_InitNewSoldierAnim( SOLDIERTYPE *pSoldier, UINT16 usNewState, UINT
// Setup offset information for UI above guy // Setup offset information for UI above guy
SetSoldierLocatorOffsets( pSoldier ); SetSoldierLocatorOffsets( pSoldier );
// Lesh: test fix visibility after raising gun
if ( ( gAnimControl[ pSoldier->usOldAniState ].uiFlags & ANIM_RAISE_WEAPON) && (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY) )
//equivalent if ( (pSoldier->usAnimState == AIM_RIFLE_PRONE) || (pSoldier->usAnimState == AIM_RIFLE_CROUCH) || (pSoldier->usAnimState == AIM_RIFLE_STAND) )
{
if ( (pSoldier->usOldAniState == READY_RIFLE_STAND) || (pSoldier->usOldAniState == READY_RIFLE_CROUCH) || (pSoldier->usOldAniState == READY_RIFLE_PRONE) )
{
HandleSight(pSoldier,SIGHT_LOOK);
}
}
// If our own guy... // If our own guy...
if ( pSoldier->bTeam == gbPlayerNum ) if ( pSoldier->bTeam == gbPlayerNum )
{ {
+4
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@@ -1177,6 +1177,10 @@ void ActionDone(SOLDIERTYPE *pSoldier)
} }
*/ */
if ( pSoldier->bLastAction == AI_ACTION_RAISE_GUN )
{
HandleSight( pSoldier, SIGHT_LOOK );
}
// make sure pathStored is not left TRUE by accident. // make sure pathStored is not left TRUE by accident.
// This is possible if we decide on an action that we have no points for // This is possible if we decide on an action that we have no points for