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-861f7616d084master
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f88bf76000
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4b7904ade7
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@ -275,6 +275,7 @@ BOOL fpathBaseBlockingTile(SDWORD x, SDWORD y, PROPULSION_TYPE propulsion, int p
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{
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// Implement gates by completely ignoring them
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if (psTile->psObject->type == OBJ_STRUCTURE && psTile->psObject->player == player
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&& ((STRUCTURE *)psTile->psObject)->status == SS_BUILT
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&& ((STRUCTURE *)psTile->psObject)->pStructureType->type == REF_GATE)
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{
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return false;
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@ -972,6 +972,7 @@ static void moveCalcBlockingSlide(DROID *psDroid, float *pmx_, float *pmy_, uint
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psTile = mapTile(ntx, nty);
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if (psTile && psTile->psObject && psTile->psObject->type == OBJ_STRUCTURE
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&& aiCheckAlliances(psTile->psObject->player, psDroid->player)
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&& ((STRUCTURE *)psTile->psObject)->status == SS_BUILT
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&& ((STRUCTURE *)psTile->psObject)->pStructureType->type == REF_GATE)
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{
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STRUCTURE *psStruct = (STRUCTURE *)psTile->psObject;
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