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Merge branch 'master' into ExtraMercs
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+14
-39
@@ -1027,6 +1027,7 @@ BOOLEAN SaveCurrentSectorsInformationToTempItemFile( )
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// handle all reachable before save
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HandleAllReachAbleItemsInTheSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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UpdateWorldItems(gWorldSectorX, gWorldSectorY, gbWorldSectorZ, guiNumWorldItems, gWorldItems);
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PruneWorldItems();
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std::vector<ROTTING_CORPSE_DEFINITION> corpsedefvector;
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@@ -1678,33 +1679,7 @@ BOOLEAN RetrieveTempFileFromSavedGame( HWFILE hFile, UINT32 uiType, INT16 sMapX,
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//Deletes the Temp map Directory
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BOOLEAN InitTacticalSave( BOOLEAN fCreateTempDir )
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{
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#ifndef USE_VFS
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UINT32 uiRetVal;
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//If the Map Temp directory exists, removes the temp files
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uiRetVal = FileGetAttributes( MAPS_DIR );
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if( uiRetVal != 0xFFFFFFFF )
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{
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if( uiRetVal & FILE_ATTRIBUTES_DIRECTORY )
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{
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//Erase the directory
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if( !EraseDirectory( MAPS_DIR ) )
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{
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//error erasing the temporary maps directory
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}
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}
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}
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else
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{
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if( !MakeFileManDirectory( MAPS_DIR ) )
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{
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//Erro creating the temp map directory
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AssertMsg( 0, "Error creating the Temp Directory.");
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}
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}
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#else
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EraseDirectory( MAPS_DIR );
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#endif
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if( fCreateTempDir )
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{
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//Create the initial temp file for the Npc Quote Info
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@@ -1878,8 +1853,10 @@ BOOLEAN LoadRottingCorpsesFromTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMa
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def.sGridNo = gMapInformation.sWestGridNo;
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}
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//Recalculate the dx,dy info
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def.dXPos = CenterX( def.sGridNo );
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def.dYPos = CenterY( def.sGridNo );
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INT16 sX, sY;
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ConvertGridNoToCenterCellXY(def.sGridNo, &sX, &sY);
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def.dXPos = sX;
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def.dYPos = sY;
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// If not from loading a save....
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if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
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{
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@@ -2701,7 +2678,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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pWorldItems[ bCount ].bVisible = TRUE;
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pWorldItems[ bCount ].bRenderZHeightAboveLevel = 0;
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if ( Item[pSoldier->inv[i].usItem].damageable ) // Madd: drop crappier items on higher difficulty levels
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if (ItemIsDamageable(pSoldier->inv[i].usItem)) // Madd: drop crappier items on higher difficulty levels
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{
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// silversurfer: externalized this
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//pSoldier->inv[i][0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random(20);
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@@ -2737,15 +2714,14 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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memset( &Corpse, 0, sizeof( ROTTING_CORPSE_DEFINITION ) );
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// Setup some values!
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Corpse.ubBodyType = pSoldier->ubBodyType;
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Corpse.sGridNo = sGridNo;
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ConvertGridNoToCenterCellXY(sGridNo, &sXPos, &sYPos);
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ConvertGridNoToXY( sGridNo, &sXPos, &sYPos );
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Corpse.dXPos = (FLOAT)( CenterX( sXPos ) );
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Corpse.dYPos = (FLOAT)( CenterY( sYPos ) );
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Corpse.sHeightAdjustment = pSoldier->sHeightAdjustment;
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Corpse.bVisible = TRUE;
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Corpse.ubBodyType = pSoldier->ubBodyType;
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Corpse.sGridNo = sGridNo;
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Corpse.dXPos = (FLOAT)( sXPos );
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Corpse.dYPos = (FLOAT)( sYPos );
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Corpse.sHeightAdjustment = pSoldier->sHeightAdjustment;
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Corpse.bVisible = TRUE;
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SET_PALETTEREP_ID ( Corpse.HeadPal, pSoldier->HeadPal );
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SET_PALETTEREP_ID ( Corpse.VestPal, pSoldier->VestPal );
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@@ -3194,14 +3170,13 @@ void LoadWorldItemsFromTempFiles(INT16 sMapX, INT16 sMapY, INT8 bMapZ)
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void SaveWorldItemsToTempFiles()
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{
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PruneWorldItems();
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for (size_t i = 0; i < gAllWorldItems.sectors.size(); i++)
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{
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const auto x = gAllWorldItems.sectors[i].x;
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const auto y = gAllWorldItems.sectors[i].y;
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const auto z = gAllWorldItems.sectors[i].z;
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const auto nItems = gAllWorldItems.NumItems[i];
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auto Items = gAllWorldItems.Items[i];
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auto &Items = gAllWorldItems.Items[i];
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SaveWorldItemsToTempItemFile(x, y, (INT8)z, nItems, Items);
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}
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