Brief: //dnl ch72

- Fixing bad APs deduction when using hand grenades, mortars, rocket launchers, grenade launchers and attached grenade launchers from different stances and need turn to your target.
Details:
- Add APs cost for stance change and turnover for mortar and rocket launchers.
- Rocket launchers cannot be fire from prone any more as there are no animation for that stance.
- Attached grenade launchers now take raise gun cost for launcher instead for gun.
- No more problems with APs for grenades from different stances and turnover, add proper costs for crouch too as someone add animation for that.
- Fix wrong APs deduction for grenade launcher from prone and turnover in general.
- Fix incorrect values for APs cost under throwing/launching cursor.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6447 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2013-09-27 22:03:42 +00:00
parent ebef9b6df3
commit f65719e801
6 changed files with 100 additions and 39 deletions
+6 -1
View File
@@ -4342,7 +4342,12 @@ BOOLEAN CheckForImproperFireGunEnd( SOLDIERTYPE *pSoldier )
return( FALSE );
}
OBJECTTYPE* pObjHand = pSoldier->GetUsedWeapon( &pSoldier->inv[ HANDPOS ] );
//dnl ch72 260913
OBJECTTYPE *pObjHand;
if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)
pObjHand = FindAttachment_GrenadeLauncher(&pSoldier->inv[HANDPOS]);
else
pObjHand = pSoldier->GetUsedWeapon(&pSoldier->inv[HANDPOS]);
// Check single hand for jammed status, ( or ammo is out.. )
if ( (*pObjHand)[0]->data.gun.bGunAmmoStatus < 0 || (*pObjHand)[0]->data.gun.ubGunShotsLeft == 0 )