August 6th Patch Update
Accumulated DLL source code changes since June 22nd patch
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76 changed files with 1071 additions and 210 deletions
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@ -511,6 +511,9 @@ int InfantryClass::Shape_Number(WindowNumberType window) const
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** The animation frame numbers may be different when rendering in legacy mode vs. exporting for render in GlyphX. ST - 9/5/2019 12:34PM
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*/
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const DoInfoStruct *do_controls = (window == WINDOW_VIRTUAL) ? Class->DoControlsVirtual : Class->DoControls;
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if (window != WINDOW_VIRTUAL && !IsOwnedByPlayer && *this == INFANTRY_SPY) {
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do_controls = InfantryTypeClass::As_Reference(INFANTRY_E1).DoControls;
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}
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/*
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** The infantry shape is always modulo the number of animation frames
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@ -692,7 +695,7 @@ void InfantryClass::Per_Cell_Process(PCPType why)
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// If they're spying on a sub pen, give 'em a sonar pulse
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if (build == STRUCT_SUB_PEN) {
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House->SuperWeapon[SPC_SONAR_PULSE].Enable(true, true, false);
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House->SuperWeapon[SPC_SONAR_PULSE].Enable(false, true, false);
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// Add to Glyphx multiplayer sidebar. ST - 8/7/2019 10:13AM
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if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
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if (House->IsHuman) {
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@ -1480,7 +1483,7 @@ MoveType InfantryClass::Can_Enter_Cell(CELL cell, FacingType ) const
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** Cloaked enemy objects are not considered if this is a Find_Path()
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** call.
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*/
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if (!obj->Is_Techno() || ((TechnoClass *)obj)->Cloak != CLOAKED) {
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if (!obj->Is_Techno() || !((TechnoClass *)obj)->Is_Cloaked(this)) {
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/*
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** Any non-allied blockage is considered impassible if the infantry
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@ -3958,6 +3961,13 @@ void InfantryClass::Movement_AI(void)
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// if (IsTethered) Scatter(0, true);
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}
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/*
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** Scatter infantry off buildings in guard modes.
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*/
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if (!IsTethered && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) && MissionQueue == MISSION_NONE && Map[Coord].Cell_Building() != NULL) {
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Scatter(0, true, true);
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}
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/*
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** Double check to make sure it doesn't have a movement destination into a zone
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** that it can't travel to. In such a case, abort the movement process by clearing
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