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6 changes: 3 additions & 3 deletions Generals/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -884,9 +884,9 @@ UnsignedInt WeaponTemplate::fireWeaponTemplate

Bool handled;

if(!sourceObj->isLocallyControlled() // if user watching is not controller and
&& sourceObj->testStatus(OBJECT_STATUS_STEALTHED) // if unit is stealthed (like a Pathfinder)
&& !sourceObj->testStatus(OBJECT_STATUS_DETECTED) // but not detected...
// TheSuperHackers @todo: Remove hardcoded KINDOF_MINE check and apply PlayFXWhenStealthed = Yes to the mine weapons instead.

if(!sourceObj->getDrawable()->isVisible() // if user watching cannot see us
&& !sourceObj->isKindOf(KINDOF_MINE) // and not a mine (which always do the FX, even if hidden)...
&& !isPlayFXWhenStealthed() // and not a weapon marked to playwhenstealthed
)
Expand Down
7 changes: 3 additions & 4 deletions GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -915,10 +915,9 @@ UnsignedInt WeaponTemplate::fireWeaponTemplate

Bool handled;

if(!sourceObj->isLocallyControlled() // if user watching is not controller and
&& sourceObj->testStatus(OBJECT_STATUS_STEALTHED) // if unit is stealthed (like a Pathfinder)
&& !sourceObj->testStatus(OBJECT_STATUS_DETECTED) // but not detected...
&& !sourceObj->testStatus(OBJECT_STATUS_DISGUISED) // and not disguised...
// TheSuperHackers @todo: Remove hardcoded KINDOF_MINE check and apply PlayFXWhenStealthed = Yes to the mine weapons instead.

if(!sourceObj->getDrawable()->isVisible() // if user watching cannot see us
&& !sourceObj->isKindOf(KINDOF_MINE) // and not a mine (which always do the FX, even if hidden)...
&& !isPlayFXWhenStealthed() // and not a weapon marked to playwhenstealthed
)
Expand Down
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