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
This commit is contained in:
ChrisL
2008-05-02 16:39:16 +00:00
parent 5a57354297
commit 07549fdc68
4 changed files with 21 additions and 45 deletions
+5 -37
View File
@@ -4257,48 +4257,16 @@ void TestExplosion()
void CycleSelectedMercsItem()
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CycleSelectedMercsItem"));
UINT16 usOldItem;
INT16 usOldItem;
SOLDIERTYPE *pSoldier;
// Cycle selected guy's item...
if ( gfUIFullTargetFound )
if( gusSelectedSoldier != NOBODY )
{
// Get soldier...
pSoldier = MercPtrs[ gusUIFullTargetID ];
pSoldier = MercPtrs[ gusSelectedSoldier ];
usOldItem = pSoldier->inv[ HANDPOS ].usItem;
//CHRISL: Why not make this work like CycleItemDescriptionItem in that holding the SHIFT key reverses the cycle?
if ( _KeyDown( SHIFT ) )
{
usOldItem--;
while ( usOldItem > 0 && ( Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ) && (UsingNewInventorySystem() == false || (UsingNewInventorySystem() == true && Item[usOldItem].ItemSize <= 34)) )
{
usOldItem--;
}
if ( usOldItem < 0 )
{
usOldItem = MAXITEMS-1;
}
}
else
{
usOldItem++;
if ( usOldItem > MAXITEMS )
{
usOldItem = 0;
}
while (usOldItem < MAXITEMS && (Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ) && (UsingNewInventorySystem() == false || (UsingNewInventorySystem() == true && Item[usOldItem].ItemSize <= 34)) )
{
usOldItem++;
}
}
if ( usOldItem > MAXITEMS )
{
usOldItem = 0;
}
// Cycle item....
usOldItem = CycleItems(pSoldier->inv[ HANDPOS ].usItem);
CreateItem( (UINT16)usOldItem, 100, &( pSoldier->inv[ HANDPOS ]) );