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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -926,7 +926,6 @@ void RestoreBackgroundForAssignmentGlowRegionList( void )
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// restore background
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RestoreExternBackgroundRect( 66, Y_START - 1, 118 + 1 - 67, yHeight );
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// ARM: not good enough! must reblit the whole panel to erase glow chunk restored by help text disappearing!!!
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fTeamPanelDirty = TRUE;
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@@ -1581,39 +1580,39 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
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{
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// just drop the stuff in the current sector
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//INT32 iCounter = 0;
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INT16 sGridNo, sTempGridNo;
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INT32 sGridNo, sTempGridNo;
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if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
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{
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// ATE: Use insertion gridno if not nowhere and insertion is gridno
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if ( Menptr[ uiMercId ].ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && Menptr[ uiMercId ].usStrategicInsertionData != NOWHERE )
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{
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sGridNo = Menptr[ uiMercId ].usStrategicInsertionData;
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}
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else
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{
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// Set flag for item...
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sGridNo = RandomGridNo();
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}
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}
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else
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{
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// ATE: Mercs can have a gridno of NOWHERE.....
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sGridNo = Menptr[ uiMercId ].sGridNo;
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if ( sGridNo == NOWHERE )
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{
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sGridNo = RandomGridNo();
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sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 5 );
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if( sTempGridNo == NOWHERE )
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sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 15 );
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if ( sTempGridNo != NOWHERE )
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// ATE: Use insertion gridno if not nowhere and insertion is gridno
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if ( Menptr[ uiMercId ].ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && !TileIsOutOfBounds(Menptr[ uiMercId ].usStrategicInsertionData) )
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{
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sGridNo = sTempGridNo;
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sGridNo = Menptr[ uiMercId ].usStrategicInsertionData;
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}
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else
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{
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// Set flag for item...
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sGridNo = RandomGridNo();
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}
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}
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else
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{
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// ATE: Mercs can have a gridno of NOWHERE.....
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sGridNo = Menptr[ uiMercId ].sGridNo;
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if (TileIsOutOfBounds(sGridNo))
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{
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sGridNo = RandomGridNo();
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sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 5 );
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if(TileIsOutOfBounds(sTempGridNo))
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sTempGridNo = FindNearestAvailableGridNoForItem( sGridNo, 15 );
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else
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{
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sGridNo = sTempGridNo;
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}
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}
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}
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for( UINT32 iCounter = 0; iCounter < Menptr[ uiMercId ].inv.size(); iCounter++ )
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@@ -1622,11 +1621,11 @@ void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId )
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// check if actual item
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if( Menptr[ uiMercId ].inv[ iCounter ].exists() == true )
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{
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if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
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{
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// Set flag for item...
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if( Menptr[ uiMercId ].sSectorX != gWorldSectorX || Menptr[ uiMercId ].sSectorY != gWorldSectorY || Menptr[ uiMercId ].bSectorZ != gbWorldSectorZ )
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{
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// Set flag for item...
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AddItemsToUnLoadedSector( Menptr[ uiMercId ].sSectorX, Menptr[ uiMercId ].sSectorY, Menptr[ uiMercId ].bSectorZ , sGridNo, 1, &( Menptr[ uiMercId ].inv[ iCounter ]) , Menptr[ uiMercId ].pathing.bLevel, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0, 1, FALSE );
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}
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}
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else
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{
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AddItemToPool( sGridNo, &( Menptr[ uiMercId ].inv[ iCounter ] ) , 1, Menptr[ uiMercId ].pathing.bLevel, WORLD_ITEM_REACHABLE, 0 );
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