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戦闘画面ボタンバグ修正
authorKillery <Killery@kiritani-no-mac-mini.local>
Tue, 12 Jan 2016 03:04:50 +0000 (12:04 +0900)
committer桐谷 諭史 <Killery@kiritani-no-Mac-mini.local>
Tue, 12 Jan 2016 03:04:50 +0000 (12:04 +0900)
Awars III/FieldScene.m
Awars III/FieldView.m

index 26f030d..6db5231 100755 (executable)
             
             while (U) {
                 if(!U->dead) U->C.S_C.WT -= 1;
-                if(U->dead) U->C.S_C.WT = 999999;
+                if(U->dead) {
+                    U->C.S_C.WT = 999999;
+                    //goto lolwtfshit;
+                }
                 if(U->C.S_C.WT <= 0 && !U->dead){//WTターン周り
                     U->C.S_C.WT = 0;
                     wtUnitNum = U->number;
@@ -11619,6 +11622,9 @@ SKIP1:
             U->joinArmyFromNext = true;
             U->persuasion = true;
         }
+        if(MF[MFselectedRow+1].MS.playerSet1 == 2)
+            U->CPU = true;
+    
     }
     if(unitTeam[x][y] == 2 || unitTeam[x][y] == 3){
         U->team = 2;
@@ -11626,6 +11632,9 @@ SKIP1:
             U->joinArmyFromNext = true;
             U->persuasion = true;
         }
+        if(MF[MFselectedRow+1].MS.playerSet2 == 2)
+            U->CPU = true;
+        
     }
     if(unitTeam[x][y] == 4 || unitTeam[x][y] == 5){
         U->team = 1;
@@ -11633,6 +11642,7 @@ SKIP1:
             U->joinArmyFromNext = true;
             U->persuasion = true;
         }
+        U->CPU = true;
     }
     if(unitTeam[x][y] == -1){
         U->team = -1;
@@ -11640,6 +11650,7 @@ SKIP1:
             U->joinArmyFromNext = false;
             U->persuasion = true;
         }
+        U->CPU = true;
     }
     unitNum[x][y] = u.chipNumb;
     [self SetUnitStatus:unitNum[x][y]];
index 8dc5e7d..e56e1a7 100755 (executable)
         if(unitBreak->dead){
             unitNum[unitBreak->x][unitBreak->y] = -1;
             unitBreak->C.S_C.WT = 999999;
-            wtRdy = false;
+            //wtRdy = false;
             stanbyFlag = true;
             wtMovedFlag = true;
         }
             if(battleFlag || battleRdy || battleSetUp)
                 return;
             
+            wtRdy = true;
             unitMoveEndFlag = false;
             CPUAttackFlag = false;
             CPUAttackFlag2 = false;
                 return;
             }else{
                 //unitNoMoveFlag = false;
+                CPUAttackFlag = true;
                 unitCPUAttackFlag = true;
                 cpuMODE = MODE_CPU_BATTLE;
                 return;
 }
 
 -(void)addUnitStatusFix{
+    //おまんちん
     int omgCnt = 0;
     UTop = U;
     while (U->next) {omgCnt++;
             U->joinArmyFromNext = true;
             U->persuasion = true;
         }
+        if(MF[MFselectedRow+1].MS.playerSet1 == 2){
+            U->CPU = true;
+        }
     }
     if(unitTeam[possionX][possionY] == 2 || unitTeam[possionX][possionY] == 3){
         U->team = 2;
             U->joinArmyFromNext = true;
             U->persuasion = true;
         }
+        if(MF[MFselectedRow+1].MS.playerSet2 == 2){
+            U->CPU = true;
+        }
     }
     if(unitTeam[possionX][possionY] == 4 || unitTeam[possionX][possionY] == 5){
         U->team = 1;
             U->joinArmyFromNext = true;
             U->persuasion = true;
         }
+        U->CPU = true;
     }
     if(unitTeam[possionX][possionY] == -1){
         U->team = -1;
             U->joinArmyFromNext = false;
             U->persuasion = true;
         }
+        U->CPU = true;
     }
     [self SetUnitStatusFix:unitNum[possionX][possionY]];
     unitColorInitFlag = true;
 }
 
 -(void)cpuSearchEnemy{
-    
+    //おまんちん
     if(!unitBreak->C.nameID) return;
     
     moveFlag = false;