Only activate gate open/close effect when gate is fully built. Bug found by icefire.

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10408 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2010-03-22 22:33:26 +00:00 committed by Git SVN Gateway
parent f88bf76000
commit 4b7904ade7
2 changed files with 2 additions and 0 deletions

View File

@ -275,6 +275,7 @@ BOOL fpathBaseBlockingTile(SDWORD x, SDWORD y, PROPULSION_TYPE propulsion, int p
{
// Implement gates by completely ignoring them
if (psTile->psObject->type == OBJ_STRUCTURE && psTile->psObject->player == player
&& ((STRUCTURE *)psTile->psObject)->status == SS_BUILT
&& ((STRUCTURE *)psTile->psObject)->pStructureType->type == REF_GATE)
{
return false;

View File

@ -972,6 +972,7 @@ static void moveCalcBlockingSlide(DROID *psDroid, float *pmx_, float *pmy_, uint
psTile = mapTile(ntx, nty);
if (psTile && psTile->psObject && psTile->psObject->type == OBJ_STRUCTURE
&& aiCheckAlliances(psTile->psObject->player, psDroid->player)
&& ((STRUCTURE *)psTile->psObject)->status == SS_BUILT
&& ((STRUCTURE *)psTile->psObject)->pStructureType->type == REF_GATE)
{
STRUCTURE *psStruct = (STRUCTURE *)psTile->psObject;