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synced 2026-07-22 13:40:22 +02:00
Resolved a problem where ItemSize=99 items would cause a CTD because of a mission condition.
Adjusted the ALT+W function so it runs a bit better. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2094 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2813,18 +2813,23 @@ void CycleItemDescriptionItem( INT16 sX, INT16 sY )
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// Delete old box...
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DeleteItemDescriptionBox( );
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// Make new item....
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usOldItem = gpItemDescSoldier->inv[ HANDPOS ].usItem;
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// Cycle item....
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usOldItem = CycleItems(gpItemDescSoldier->inv[ HANDPOS ].usItem);
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CreateItem( (UINT16)usOldItem, 100, &( gpItemDescSoldier->inv[ HANDPOS ] ) );
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InternalInitItemDescriptionBox( &( gpItemDescSoldier->inv[ HANDPOS ] ), sX, sY, gubItemDescStatusIndex, gpItemDescSoldier );
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}
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INT16 CycleItems( INT16 usOldItem )
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{
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if ( _KeyDown( SHIFT ) )
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{
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usOldItem--;
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if ( usOldItem < 1 )
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{
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usOldItem = MAXITEMS-1;
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}
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while ( usOldItem > 0 && ( Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ))
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{
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usOldItem--;
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@@ -2835,12 +2840,10 @@ void CycleItemDescriptionItem( INT16 sX, INT16 sY )
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else
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{
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usOldItem++;
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if ( usOldItem > MAXITEMS )
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{
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usOldItem = 0;
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}
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while (usOldItem < MAXITEMS && (Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ))
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{
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usOldItem++;
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@@ -2849,9 +2852,12 @@ void CycleItemDescriptionItem( INT16 sX, INT16 sY )
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}
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}
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CreateItem( (UINT16)usOldItem, 100, &( gpItemDescSoldier->inv[ HANDPOS ] ) );
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if ( usOldItem > MAXITEMS )
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{
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usOldItem = 0;
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}
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InternalInitItemDescriptionBox( &( gpItemDescSoldier->inv[ HANDPOS ] ), sX, sY, gubItemDescStatusIndex, gpItemDescSoldier );
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return(usOldItem);
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}
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BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex )
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@@ -197,6 +197,7 @@ BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInv
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void ResetCompatibleItemArray( );
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void CycleItemDescriptionItem( INT16 sX, INT16 sY );
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INT16 CycleItems( INT16 usOldItem );
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BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount);
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@@ -1433,6 +1433,7 @@ UINT8 ItemSlotLimit( OBJECTTYPE * pObject, INT16 bSlot, SOLDIERTYPE *pSoldier, B
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}
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else
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iSize = Item[pObject->usItem].ItemSize;
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iSize = __min(iSize,34);
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ubSlotLimit = LBEPocketType[pIndex].ItemCapacityPerSize[iSize];
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//this could be changed, we know guns are physically able to stack
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@@ -4257,48 +4257,16 @@ void TestExplosion()
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void CycleSelectedMercsItem()
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CycleSelectedMercsItem"));
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UINT16 usOldItem;
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INT16 usOldItem;
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SOLDIERTYPE *pSoldier;
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// Cycle selected guy's item...
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if ( gfUIFullTargetFound )
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if( gusSelectedSoldier != NOBODY )
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{
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// Get soldier...
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pSoldier = MercPtrs[ gusUIFullTargetID ];
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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usOldItem = pSoldier->inv[ HANDPOS ].usItem;
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//CHRISL: Why not make this work like CycleItemDescriptionItem in that holding the SHIFT key reverses the cycle?
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if ( _KeyDown( SHIFT ) )
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{
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usOldItem--;
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while ( usOldItem > 0 && ( Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ) && (UsingNewInventorySystem() == false || (UsingNewInventorySystem() == true && Item[usOldItem].ItemSize <= 34)) )
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{
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usOldItem--;
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}
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if ( usOldItem < 0 )
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{
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usOldItem = MAXITEMS-1;
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}
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}
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else
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{
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usOldItem++;
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if ( usOldItem > MAXITEMS )
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{
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usOldItem = 0;
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}
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while (usOldItem < MAXITEMS && (Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ) && (UsingNewInventorySystem() == false || (UsingNewInventorySystem() == true && Item[usOldItem].ItemSize <= 34)) )
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{
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usOldItem++;
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}
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}
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if ( usOldItem > MAXITEMS )
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{
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usOldItem = 0;
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}
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// Cycle item....
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usOldItem = CycleItems(pSoldier->inv[ HANDPOS ].usItem);
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CreateItem( (UINT16)usOldItem, 100, &( pSoldier->inv[ HANDPOS ]) );
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