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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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