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Added memory leak detection to "new" operator
Prevent merc in slot 0 from disappearing due to errant schedule. Still need to find and fix schedule though Prevent attempts to turn or climb roof when soldier collapsed Fix problems when mortar or RPG randomly assigned to a soldier but cannot be added for whatever reason Pathing favors beginning path on orthogonal and using as few turns as possible (mostly old behavior). Prevent interruptions when soldier climbs up, which can cause fall into building just below the target roof position Fix pauses due to soldiers hurt in previous turn Fix soldier path not reaching destination when thrown by explosion damage or heavy gunfire Restore pathing to cave and underground exits Fix too many AI ending up on the roofs git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1588 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -282,7 +282,7 @@ BOOLEAN LoadEnemySoldiersFromTempFile()
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curr->pBasicPlacement->fPriorityExistance = TRUE;
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if( !curr->pDetailedPlacement )
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{ //need to upgrade the placement to detailed placement
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curr->pDetailedPlacement = new (MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT )) SOLDIERCREATE_STRUCT; //(SOLDIERCREATE_STRUCT*)MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT );
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curr->pDetailedPlacement = new SOLDIERCREATE_STRUCT; //(SOLDIERCREATE_STRUCT*)MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT );
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}
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//now replace the map pristine placement info with the temp map file version..
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//memcpy( curr->pDetailedPlacement, &tempDetailedPlacement, SIZEOF_SOLDIERCREATE_STRUCT );
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@@ -475,7 +475,7 @@ BOOLEAN SaveEnemySoldiersToTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
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{ //need to upgrade the placement to detailed placement
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curr->pBasicPlacement->fDetailedPlacement = TRUE;
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// WDS - Clean up inventory handling
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curr->pDetailedPlacement = new (MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT )) SOLDIERCREATE_STRUCT; //(SOLDIERCREATE_STRUCT*)MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT );
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curr->pDetailedPlacement = new SOLDIERCREATE_STRUCT; //(SOLDIERCREATE_STRUCT*)MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT );
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//memset( curr->pDetailedPlacement, 0, SIZEOF_SOLDIERCREATE_STRUCT );
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curr->pDetailedPlacement->initialize();
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}
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@@ -1009,7 +1009,7 @@ BOOLEAN NewWayOfLoadingEnemySoldiersFromTempFile()
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curr->pBasicPlacement->fPriorityExistance = TRUE;
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if( !curr->pDetailedPlacement )
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{ //need to upgrade the placement to detailed placement
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curr->pDetailedPlacement = new (MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT )) SOLDIERCREATE_STRUCT; //(SOLDIERCREATE_STRUCT*)MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT );
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curr->pDetailedPlacement = new SOLDIERCREATE_STRUCT; //(SOLDIERCREATE_STRUCT*)MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT );
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}
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//now replace the map pristine placement info with the temp map file version..
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//memcpy( curr->pDetailedPlacement, &tempDetailedPlacement, SIZEOF_SOLDIERCREATE_STRUCT );
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@@ -1582,7 +1582,7 @@ BOOLEAN NewWayOfSavingEnemyAndCivliansToTempFile( INT16 sSectorX, INT16 sSectorY
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{ //need to upgrade the placement to detailed placement
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curr->pBasicPlacement->fDetailedPlacement = TRUE;
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// WDS - Clean up inventory handling
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curr->pDetailedPlacement = new (MemAlloc( SIZEOF_SOLDIERCREATE_STRUCT )) SOLDIERCREATE_STRUCT;
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curr->pDetailedPlacement = new SOLDIERCREATE_STRUCT;
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curr->pDetailedPlacement->initialize();
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//memset( curr->pDetailedPlacement, 0, SIZEOF_SOLDIERCREATE_STRUCT );
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}
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