Make llook ignore land units and planes loaded on land units

Probably overlooked when trains were added in 4.0.0.
This commit is contained in:
Markus Armbruster 2011-07-16 11:47:52 +02:00
parent 0a693c1fa2
commit 45d090b8c3

View file

@ -222,7 +222,7 @@ look_land(struct lndstr *lookland)
for (i = 0; NULL != (lp = getlandp(i)); i++) { for (i = 0; NULL != (lp = getlandp(i)); i++) {
if (lp->lnd_own == player->cnum || lp->lnd_own == 0) if (lp->lnd_own == player->cnum || lp->lnd_own == 0)
continue; continue;
if (lp->lnd_ship >= 0) if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
continue; continue;
/* Don't always see spies */ /* Don't always see spies */
if (lchr[(int)lp->lnd_type].l_flags & L_SPY) { if (lchr[(int)lp->lnd_type].l_flags & L_SPY) {
@ -249,7 +249,7 @@ look_land(struct lndstr *lookland)
for (i = 0; NULL != (pp = getplanep(i)); i++) { for (i = 0; NULL != (pp = getplanep(i)); i++) {
if (pp->pln_own == player->cnum || pp->pln_own == 0) if (pp->pln_own == player->cnum || pp->pln_own == 0)
continue; continue;
if (pp->pln_ship >= 0) if (pp->pln_ship >= 0 || pp->pln_land >= 0)
continue; continue;
if (pp->pln_flags & PLN_LAUNCHED) if (pp->pln_flags & PLN_LAUNCHED)
continue; continue;