Fix: Inventory popups for LBE slots didn't work properly. LBE slots are supposed to return a pocket type of -1 because they are no pockets. Instead they returned 2 (Knife pocket).

Fix: Inventory slots didn't show possible item amount anymore since r7600.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7619 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2014-10-30 16:11:24 +00:00
parent 4e1c24c2d0
commit 08af7cca36
+12 -9
View File
@@ -1767,7 +1767,8 @@ INT16 pocketTypeInSlot(SOLDIERTYPE *pSoldier, INT16 sPocket){
: LoadBearingEquipment[Item[pSoldier->inv[icLBE[sPocket]].usItem].ubClassIndex].lbePocketIndex[icPocket[sPocket]];
break;
case LBE_POCKET:
// silversurfer: LBE slots are NOT pockets!
/* case LBE_POCKET:
if ( sPocket == VESTPOCKPOS )
lbePocket = 0;
else if ( sPocket == LTHIGHPOCKPOS )
@@ -1779,11 +1780,13 @@ INT16 pocketTypeInSlot(SOLDIERTYPE *pSoldier, INT16 sPocket){
else if ( sPocket == BPACKPOCKPOS )
lbePocket = 4;
break;*/
case OTHER_POCKET:
if ( sPocket == GUNSLINGPOCKPOS ) // Gun Sling
lbePocket = 1;
else
else // Knife
lbePocket = 2;
break;
@@ -2332,7 +2335,7 @@ POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ){
INT16 sX, sY;
// get pocket type under cursor
INT16 lbePocket = pocketTypeInSlot(pSoldier, sPocket);
//INT16 lbePocket = pocketTypeInSlot(pSoldier, sPocket);
/*
if ( lbePocket != -1 ) {
*/
@@ -2702,7 +2705,7 @@ void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLe
}
else if ( !gfSMDisableForItems )
{
if ( gpItemPointer != NULL && !CanItemFitInPosition( pSoldier, gpItemPointer, (INT8)sPocket, FALSE ) )
if ( gpItemPointer != NULL )
{
// CHRISL: Display pocket capacity if we're holding something in the cursor
if ( UsingNewInventorySystem( ) )
@@ -2717,15 +2720,15 @@ void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLe
}
// CHRISL: Change whether we hatch a pocket to be dependant on the current item
if ( (!UsingNewAttachmentSystem( ) && !ValidAttachment( gpItemPointer->usItem, pObject )) ||
if ( CanItemFitInPosition( pSoldier, gpItemPointer, (INT8)sPocket, FALSE ) )
{
fHatchItOut = FALSE;
}
else if (!UsingNewAttachmentSystem( ) && !ValidAttachment( gpItemPointer->usItem, pObject ) ||
(UsingNewAttachmentSystem( ) && !ValidItemAttachmentSlot( pObject, gpItemPointer->usItem, FALSE, FALSE )) )
{
fHatchItOut = TRUE;
}
else
{
fHatchItOut = FALSE;
}
}
else if ( pObject->exists( ) )
{