git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@8095 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
b494e2f276
commit
9db615407d
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@ -1080,7 +1080,7 @@ void displayCompObj(BASE_OBJECT *psObj, BOOL bButton)
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if (psShape->nconnectors)
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{
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// which barrel is firing? (in case if model have multiple muzzle connectors)
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DWORD connector_num = (psDroid->asWeaps[i].shotsFired) % (psShape->nconnectors);
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UDWORD connector_num = (psDroid->asWeaps[i].shotsFired) % (psShape->nconnectors);
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/* Now we need to move to the end of the firing barrel (there maybe multiple barrels) */
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pie_TRANSLATE( psShape->connectors[connector_num].x,
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@ -2343,7 +2343,7 @@ void renderStructure(STRUCTURE *psStructure)
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&& psStructure->pStructureType->type != REF_REPAIR_FACILITY)
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{
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// which barrel is firing? (in case if model has multiple muzzle connectors)
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DWORD connector_num = (psStructure->asWeaps[i].shotsFired) % (weaponImd[i]->nconnectors);
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UDWORD connector_num = (psStructure->asWeaps[i].shotsFired) % (weaponImd[i]->nconnectors);
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/* Now we need to move to the end of the firing barrel (there maybe multiple barrels) */
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pie_TRANSLATE(weaponImd[i]->connectors[connector_num].x,
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@ -784,7 +784,7 @@ static void proj_InFlightDirectFunc(PROJECTILE *psProj)
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/* Buildings cannot be penetrated and we need a penetrating weapon */
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if (psTempObj->type == OBJ_DROID && psStats->penetrate)
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{
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WEAPON asWeap = {psStats - asWeaponStats, 0, 0, 0, 0, 0};
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WEAPON asWeap = {psStats - asWeaponStats, 0, 0, 0, 0, 0, 0};
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// Determine position to fire a missile at
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// (must be at least 0 because we don't use signed integers
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// this shouldn't be larger than the height and width of the map either)
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@ -1007,7 +1007,7 @@ static void proj_InFlightIndirectFunc(PROJECTILE *psProj)
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/* Buildings cannot be penetrated and we need a penetrating weapon */
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if (psTempObj->type == OBJ_DROID && psStats->penetrate)
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{
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WEAPON asWeap = {psStats - asWeaponStats, 0, 0, 0, 0, 0};
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WEAPON asWeap = {psStats - asWeaponStats, 0, 0, 0, 0, 0, 0};
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// Determine position to fire a missile at
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// (must be at least 0 because we don't use signed integers
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// this shouldn't be larger than the height and width of the map either)
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@ -6411,7 +6411,7 @@ BOOL scrFireWeaponAtObj(void)
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{
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Vector3i target;
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BASE_OBJECT *psTarget;
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WEAPON sWeapon = {0, 0, 0, 0, 0, 0};
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WEAPON sWeapon = {0, 0, 0, 0, 0, 0, 0};
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if (!stackPopParams(2, ST_WEAPON, &sWeapon.nStat, ST_BASEOBJECT, &psTarget))
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{
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@ -6437,7 +6437,7 @@ BOOL scrFireWeaponAtObj(void)
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BOOL scrFireWeaponAtLoc(void)
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{
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Vector3i target;
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WEAPON sWeapon = {0, 0, 0, 0, 0, 0};
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WEAPON sWeapon = {0, 0, 0, 0, 0, 0, 0};
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if (!stackPopParams(3, ST_WEAPON, &sWeapon.nStat, VAL_INT, &target.x, VAL_INT, &target.y))
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{
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