Show flash light when throwing flares.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8946 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-02-21 16:25:36 +00:00
parent 0e0d329b95
commit fe10587437
+26 -1
View File
@@ -1069,7 +1069,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 460:
case 461:
//CODE: THORW ITEM
//CODE: THROW ITEM
// Launch ITem!
if ( pSoldier->pTempObject != NULL && pSoldier->pThrowParams != NULL )
{
@@ -1086,6 +1086,31 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
DeductPoints( pSoldier, APBPConstants[AP_TOSS_ITEM], 0, AFTERACTION_INTERRUPT );
}
// sevenfm: show flash light
UINT16 usItem = pSoldier->pTempObject->usItem;
UINT16 usBuddyItem = Item[usItem].usBuddyItem;
if (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM &&
(Item[usItem].flare ||
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_FLARE ||
Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS ||
usBuddyItem && (Item[usBuddyItem].usItemClass & IC_EXPLOSV) && (Item[usBuddyItem].flare || Explosive[Item[usBuddyItem].ubClassIndex].ubType == EXPLOSV_FLARE)))
{
if ((pSoldier->iMuzFlash = LightSpriteCreate("L-R03.LHT", 0)) != -1)
{
LightSpritePower(pSoldier->iMuzFlash, TRUE);
INT32 usNewGridNo;
INT16 sXPos, sYPos;
usNewGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(pSoldier->ubDirection));
ConvertGridNoToCenterCellXY(usNewGridNo, &sXPos, &sYPos);
LightSpritePosition(pSoldier->iMuzFlash, (INT16)(sXPos / CELL_X_SIZE), (INT16)(sYPos / CELL_Y_SIZE));
// Start count
pSoldier->bMuzFlashCount = 1;
}
}
INT32 iRealObjectID = CreatePhysicalObject( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, FALSE );
// OJW - 20091002 - Explosives