Merged from revision: 7548

Bugfix: Place inventory on same bLevel as merc when dropping items through map screen inventory (by Ocular)
- see: http://www.ja-galaxy-forum.com/ubbthreads.php/ubb/showflat/Number/336500/gonew/1/[PATCH]_Place_inventory_on_sam#UNREAD

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7549 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-10-09 11:34:54 +00:00
parent 6c2273f4eb
commit 06367419c0
4 changed files with 12 additions and 10 deletions
+5 -5
View File
@@ -7654,7 +7654,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
if(pSoldier->inv[i].exists() == true)
{
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
DeleteObj(&pSoldier->inv[i]);
}
fTeamPanelDirty = TRUE;
@@ -7665,7 +7665,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
if(pSoldier->inv[i].exists() == true)
{
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
DeleteObj(&pSoldier->inv[i]);
}
fTeamPanelDirty = TRUE;
@@ -7683,7 +7683,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
if(pSoldier->inv[i].exists() == true)
{
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
DeleteObj(&pSoldier->inv[i]);
}
fTeamPanelDirty = TRUE;
@@ -8241,7 +8241,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
if(pSoldier->inv[i].exists() == true)
{
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
DeleteObj(&pSoldier->inv[i]);
}
fTeamPanelDirty = TRUE;
@@ -8252,7 +8252,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
if(pSoldier->inv[i].exists() == true)
{
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo, pSoldier->pathing.bLevel);
DeleteObj(&pSoldier->inv[i]);
}
fTeamPanelDirty = TRUE;