August 6th Patch Update
Accumulated DLL source code changes since June 22nd patch
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93a1af2eff
commit
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76 changed files with 1071 additions and 210 deletions
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@ -173,7 +173,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
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case RADIO_CAN_LOAD:
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TechnoClass::Receive_Message(from, message, param);
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if (!House->Is_Ally(from)) return(RADIO_STATIC);
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if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && In_Radio_Contact() && Contact_With_Whom() != from)) return(RADIO_NEGATIVE);
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if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && Class->Type != STRUCT_REFINERY && In_Radio_Contact())) return(RADIO_NEGATIVE);
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switch (Class->Type) {
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case STRUCT_AIRSTRIP:
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if (from->What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass const *)from)->Class->IsFixedWing) {
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@ -200,7 +200,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
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*((UnitClass *)from) == UNIT_HARVESTER &&
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(ScenarioInit || !Is_Something_Attached())) {
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return(RADIO_ROGER);
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return((Contact_With_Whom() != from) ? RADIO_ROGER : RADIO_NEGATIVE);
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}
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break;
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@ -2572,13 +2572,21 @@ void BuildingClass::Grand_Opening(bool captured)
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** to place it in a nearby location.
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*/
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if (!unit->Unlimbo(Cell_Coord(cell), DIR_W)) {
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cell = unit->Nearby_Location(this);
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/*
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** Check multiple times for clear locations.
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*/
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for (int i = 0; i < 10; i++) {
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cell = unit->Nearby_Location(this, i);
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if (unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
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break;
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}
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}
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/*
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** If the harvester could still not be placed, then refund the money
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** to the owner and then bail.
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*/
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if (!unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
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if (unit->IsInLimbo) {
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House->Refund_Money(unit->Class->Cost_Of());
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delete unit;
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}
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@ -3726,9 +3734,16 @@ int BuildingClass::Mission_Deconstruction(void)
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}
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}
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if (House->IsPlayerControl) {
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// MBL 07.10.2020 - In 1v1, sometimes both players will hear this SFX, or neither player will hear it
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// Making it so all players hear it positionally in the map; Per thread discussion in https://jaas.ea.com/browse/TDRA-7245
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//
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#if 0
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if (House->IsPlayerControl) {
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Sound_Effect(VOC_CASHTURN, Coord);
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}
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#else
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Sound_Effect(VOC_CASHTURN, Coord);
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}
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#endif
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/*
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** Destroy all attached objects. ST - 4/24/2020 9:38PM
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