August 6th Patch Update

Accumulated DLL source code changes since June 22nd patch
This commit is contained in:
PG-SteveT 2020-08-06 09:44:54 -07:00
parent 93a1af2eff
commit ae72fce5dd
76 changed files with 1071 additions and 210 deletions

View file

@ -173,7 +173,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
case RADIO_CAN_LOAD:
TechnoClass::Receive_Message(from, message, param);
if (!House->Is_Ally(from)) return(RADIO_STATIC);
if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && In_Radio_Contact() && Contact_With_Whom() != from)) return(RADIO_NEGATIVE);
if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && Class->Type != STRUCT_REFINERY && In_Radio_Contact())) return(RADIO_NEGATIVE);
switch (Class->Type) {
case STRUCT_AIRSTRIP:
if (from->What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass const *)from)->Class->IsFixedWing) {
@ -200,7 +200,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
*((UnitClass *)from) == UNIT_HARVESTER &&
(ScenarioInit || !Is_Something_Attached())) {
return(RADIO_ROGER);
return((Contact_With_Whom() != from) ? RADIO_ROGER : RADIO_NEGATIVE);
}
break;
@ -2572,13 +2572,21 @@ void BuildingClass::Grand_Opening(bool captured)
** to place it in a nearby location.
*/
if (!unit->Unlimbo(Cell_Coord(cell), DIR_W)) {
cell = unit->Nearby_Location(this);
/*
** Check multiple times for clear locations.
*/
for (int i = 0; i < 10; i++) {
cell = unit->Nearby_Location(this, i);
if (unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
break;
}
}
/*
** If the harvester could still not be placed, then refund the money
** to the owner and then bail.
*/
if (!unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
if (unit->IsInLimbo) {
House->Refund_Money(unit->Class->Cost_Of());
delete unit;
}
@ -3726,9 +3734,16 @@ int BuildingClass::Mission_Deconstruction(void)
}
}
if (House->IsPlayerControl) {
// MBL 07.10.2020 - In 1v1, sometimes both players will hear this SFX, or neither player will hear it
// Making it so all players hear it positionally in the map; Per thread discussion in https://jaas.ea.com/browse/TDRA-7245
//
#if 0
if (House->IsPlayerControl) {
Sound_Effect(VOC_CASHTURN, Coord);
}
#else
Sound_Effect(VOC_CASHTURN, Coord);
}
#endif
/*
** Destroy all attached objects. ST - 4/24/2020 9:38PM