Brief: //dnl ch64

- Fixing Tank bursting shells problem, and some other tank related bugs.
Details:
- There are several problem with Tank handling, main was forcing to use gun although already decide to use machinegun which lead to bursting shells.
- Another one was related to machinegun usage as current autofire handling is not supported by TANK BURST animation which had limit to 6 rounds, so decision to fire anything different then 6 lead to complete wrong APs deduction.
- Fix some invalid animation decision as current tank cannot raise gun or move or check for cover.
- Fix problem with wrong return (INT8) although after introduction of 100AP system APs variables are INT16 which create bad APs calculation for tank.
- Fix general problem with burst and autofire when soldier decide to when swap weapons.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6340 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2013-08-31 10:22:25 +00:00
parent 1bb3f5a56a
commit f68f6131b9
8 changed files with 66 additions and 41 deletions
+7
View File
@@ -389,6 +389,13 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
pSoldier->usAniCode = 3;
else if(pSoldier->usAnimState == FIRE_BURST_LOW_STAND || pSoldier->usAnimState == LOW_BURST_ALTERNATIVE_STAND && pSoldier->usAniCode == 37) //we are firing down to something very close, last shot
pSoldier->usAniCode = 14;
else if(pSoldier->usAnimState == TANK_BURST)//dnl ch64 280813 fix 6 round burst limitation
{
if(pSoldier->bDoBurst < pSoldier->bDoAutofire)//!!! this will be fine as long you not decide to equip tank with other weapons add limitted ammo, weapon jam, etc.
pSoldier->usAniCode = 4;
else
pSoldier->usAniCode = 34;
}
}
OBJECTTYPE* pObjUsed = pSoldier->GetUsedWeapon( &pSoldier->inv[ pSoldier->ubAttackingHand ] );