Hack fix for radar crash! Fix other UI elements.

This commit is contained in:
Justin Marshall
2020-06-04 10:00:15 -07:00
parent f90152155d
commit ed73a48ee9
6 changed files with 23 additions and 20 deletions
+8 -5
View File
@@ -1482,7 +1482,7 @@ bool UnitClass::Goto_Clear_Spot(void)
* HISTORY: *
* 06/18/1994 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Try_To_Deploy(void)
bool UnitClass::Try_To_Deploy(bool isScriptUnpack) // jmarshall - added isScriptUnpack
{
assert(Units.ID(this) == ID);
assert(IsActive);
@@ -1498,7 +1498,10 @@ bool UnitClass::Try_To_Deploy(void)
CELL cell = Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW));
if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(cell)) {
if (PlayerPtr == House) {
Speak(VOX_DEPLOY);
// jmarshall: Don't play failure to deploy if the map script is trying to deploy the unit.
if (!isScriptUnpack) {
Speak(VOX_DEPLOY);
}
}
if (!House->IsHuman) {
BuildingTypeClass::As_Reference(STRUCT_CONST).Flush_For_Placement(cell, House);
@@ -1629,7 +1632,7 @@ void UnitClass::Per_Cell_Process(PCPType why)
** preparing to deploy. In this case, it should begin its deploy process.
*/
if (IsDeploying) {
Try_To_Deploy();
Try_To_Deploy(false);
if (!IsActive) return; // Unit no longer exists -- bail.
}
}
@@ -2574,7 +2577,7 @@ int UnitClass::Mission_Unload(void)
case 1:
if (!IsDriving) {
Try_To_Deploy();
Try_To_Deploy(true);
if (IsActive) {
if (IsDeploying) {
Status = 2;
@@ -2984,7 +2987,7 @@ int UnitClass::Mission_Hunt(void)
*/
case FIND_SPOT:
if (Goto_Clear_Spot()) {
if (Try_To_Deploy()) {
if (Try_To_Deploy(false)) {
Status = WAITING;
}
}