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https://github.com/electronicarts/CnC_Remastered_Collection.git
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August 6th Patch Update
Accumulated DLL source code changes since June 22nd patch
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@@ -882,7 +882,7 @@ void InfantryClass::Look(bool incremental)
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if (!IsInLimbo) {
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//if (IsOwnedByPlayer) { // Changed for multiple player mapping. ST - 3/6/2019 1:27PM
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if (House->IsHuman) {
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if (House->IsHuman || GameToPlay != GAME_NORMAL) {
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sight = Class->SightRange;
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if (sight) {
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@@ -1098,7 +1098,14 @@ void InfantryClass::AI(void)
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** run in circles, scream, and shout.
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*/
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if (Class->IsFraidyCat && Fear > FEAR_ANXIOUS && !IsDriving && !Target_Legal(NavCom)) {
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Scatter(true);
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Scatter(0);
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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 && !IsFiring && !IsDriving && !IsRotating && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) && MissionQueue == MISSION_NONE && Map[Coord_Cell(Coord)].Cell_Building() != NULL) {
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Scatter(0, true, true);
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}
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/*
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@@ -1659,7 +1666,7 @@ 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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@@ -2447,7 +2454,8 @@ bool InfantryClass::Unlimbo(COORDINATE coord, DirType facing)
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** If there is no sight range, then this object isn't discovered by the player unless
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** it actually appears in a cell mapped by the player.
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*/
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if (Class->SightRange == 0) {
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if (Class->SightRange == 0 && GameToPlay == GAME_NORMAL && !House->IsHuman && !Map[Coord_Cell(coord)].Is_Visible(PlayerPtr)) {
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IsDiscoveredByPlayerMask &= ~(1 << (int)PlayerPtr->Class->House);
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IsDiscoveredByPlayer = false;
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}
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