-made sure rocket launcher / tank warning doesn't come up for militia

-made a better fix for snipers not firing

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@292 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-23 21:09:51 +00:00
parent bfca64d35f
commit f084927d07
3 changed files with 4 additions and 6 deletions
+1 -1
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@@ -805,7 +805,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
if ( pSoldier->bNewSituation && !(pSoldier->uiStatusFlags & SOLDIER_PC) ) if ( pSoldier->bNewSituation && !(pSoldier->uiStatusFlags & SOLDIER_PC) )
{ {
HaultSoldierFromSighting( pSoldier, (pSoldier->bAction != AI_ACTION_FIRE_GUN) ); HaultSoldierFromSighting( pSoldier, TRUE );
} }
pSoldier->bNewSituation = __max( pSoldier->bNewSituation, bTempNewSituation ); pSoldier->bNewSituation = __max( pSoldier->bNewSituation, bTempNewSituation );
-4
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@@ -1094,10 +1094,6 @@ void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook)
//HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO); // no interrupt possible //HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO); // no interrupt possible
} }
if (pSoldier->bOrders == SNIPER )
{
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO);
}
} }
} }
+3 -1
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@@ -4845,6 +4845,8 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier)
UINT32 uiStartTime, uiEndTime; UINT32 uiStartTime, uiEndTime;
#endif #endif
if ( pSoldier->bTeam != MILITIA_TEAM )
{
if ( !sniperwarning && pSoldier->bOrders == SNIPER ) if ( !sniperwarning && pSoldier->bOrders == SNIPER )
{ {
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Watch out for snipers..." ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Watch out for snipers..." );
@@ -4857,7 +4859,7 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier)
//TODO: don't say this again after reloading a savegame //TODO: don't say this again after reloading a savegame
SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS ); SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS );
} }
}
// turn off cautious flag // turn off cautious flag
pSoldier->fAIFlags &= (~AI_CAUTIOUS); pSoldier->fAIFlags &= (~AI_CAUTIOUS);
//reset flank count //reset flank count