Nuclear-tipped missile exploding on launch could not damage base

Commit a269cdd7 (v4.3.23) removed the nuclear damage.  But it left the
nuke on the missile, which made pln_damage() oops and return zero
damage.

Fix by destroying the nuke separately.
This commit is contained in:
Markus Armbruster 2010-03-13 13:49:36 +01:00
parent 3a9d27186c
commit 876f3424b0
2 changed files with 7 additions and 1 deletions

View file

@ -59,6 +59,7 @@ msl_launch(struct plnstr *pp, int type, char *what, coord x, coord y,
natid victim, int *sublaunchp)
{
struct shpstr ship;
struct nukstr nuke;
struct sctstr sect;
int sublaunch = 0;
char *from;
@ -93,6 +94,11 @@ msl_launch(struct plnstr *pp, int type, char *what, coord x, coord y,
if (chance((0.05 + (100 - pp->pln_effic) / 100.0)
* (1 - techfact(pp->pln_tech, 1.0)))) {
mpr(pp->pln_own, "KABOOOOM! Missile explodes %s!\n", from);
if (getnuke(nuk_on_plane(pp), &nuke)) {
pr("%s lost!\n", prnuke(&nuke));
nuke.nuk_effic = 0;
putnuke(nuke.nuk_uid, &nuke);
}
if (chance(0.33)) {
dam = pln_damage(pp, 'p', 0) / 2;
if (pp->pln_ship >= 0) {

View file

@ -988,7 +988,7 @@ pln_damage(struct plnstr *pp, char type, int noisy)
int effective = 1;
int pinbomber = 0;
if (CANT_HAPPEN(nuk_on_plane(pp) >= 0)) /* FIXME check uses! */
if (CANT_HAPPEN(nuk_on_plane(pp) >= 0))
return 0;
load = pln_load(pp);