diff --git a/GameVersion.cpp b/GameVersion.cpp index 25a4bd0e..272249dc 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -23,7 +23,7 @@ CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" }; #else //RELEASE BUILD VERSION - CHAR16 zVersionLabel[256] = { L"Release v1.13.1024" }; + CHAR16 zVersionLabel[256] = { L"Release v1.13.1047" }; #endif diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 7b7593d2..dc1c521d 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -2959,6 +2959,39 @@ void GetKeyboardInput( UINT32 *puiNewEvent ) } break; + case 'M': + if( fAlt ) + { + + } + else if( fCtrl ) + { + + } + else + { + if ( !(gTacticalStatus.fEnemyInSector) ) + { + HandleAllReachAbleItemsInTheSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); + + SOLDIERTYPE *pSoldier; + if ( GetSoldier( &pSoldier, gusSelectedSoldier ) ) + { + + for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ ) //for all items in sector + { + if ( (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && (gWorldItems[ uiLoop ].sGridNo != pSoldier->sGridNo) )//item exists and is reachable + { + MoveItemPools(gWorldItems[ uiLoop ].sGridNo, pSoldier->sGridNo); + NotifySoldiersToLookforItems( ); + } + } + } + } + } + break; + + case PGDN: if ( CHEATER_CHEAT_LEVEL( ) ) diff --git a/TileEngine/Buildings.cpp b/TileEngine/Buildings.cpp index 62b7cb92..c1e0d3b2 100644 --- a/TileEngine/Buildings.cpp +++ b/TileEngine/Buildings.cpp @@ -411,7 +411,7 @@ void GenerateBuildings( void ) UINT32 uiLoop; // init building structures and variables - memset( &gubBuildingInfo, 0, WORLD_MAX * sizeof( UINT8 ) ); + memset( gubBuildingInfo, 0, WORLD_MAX * sizeof( UINT8 ) ); memset( &gBuildings, 0, MAX_BUILDINGS * sizeof( BUILDING ) ); gubNumberOfBuildings = 0;