Make llook ignore land units and planes loaded on land units
Probably overlooked when trains were added in 4.0.0.
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parent
0a693c1fa2
commit
45d090b8c3
1 changed files with 2 additions and 2 deletions
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@ -222,7 +222,7 @@ look_land(struct lndstr *lookland)
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for (i = 0; NULL != (lp = getlandp(i)); i++) {
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for (i = 0; NULL != (lp = getlandp(i)); i++) {
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if (lp->lnd_own == player->cnum || lp->lnd_own == 0)
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if (lp->lnd_own == player->cnum || lp->lnd_own == 0)
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continue;
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continue;
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if (lp->lnd_ship >= 0)
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if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
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continue;
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continue;
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/* Don't always see spies */
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/* Don't always see spies */
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if (lchr[(int)lp->lnd_type].l_flags & L_SPY) {
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if (lchr[(int)lp->lnd_type].l_flags & L_SPY) {
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@ -249,7 +249,7 @@ look_land(struct lndstr *lookland)
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for (i = 0; NULL != (pp = getplanep(i)); i++) {
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for (i = 0; NULL != (pp = getplanep(i)); i++) {
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if (pp->pln_own == player->cnum || pp->pln_own == 0)
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if (pp->pln_own == player->cnum || pp->pln_own == 0)
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continue;
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continue;
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if (pp->pln_ship >= 0)
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if (pp->pln_ship >= 0 || pp->pln_land >= 0)
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continue;
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continue;
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if (pp->pln_flags & PLN_LAUNCHED)
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if (pp->pln_flags & PLN_LAUNCHED)
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continue;
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continue;
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