mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
**********************************************************
** 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
This commit is contained in:
@@ -74,6 +74,7 @@
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#include "los.h"
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#include "Map Screen Interface Map.h"
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#include "Interface Enhanced.h"
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#include "InterfaceItemImages.h"
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#endif
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//forward declarations of common classes to eliminate includes
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@@ -2413,7 +2414,8 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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{
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// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
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GetVideoObject( &hVObject, GetInterfaceGraphicForItem( pItem ) );
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pTrav = &(hVObject->pETRLEObject[ pItem->ubGraphicNum ] );
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UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum;
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pTrav = &(hVObject->pETRLEObject[ usGraphicNum ] );
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usHeight = (UINT32)pTrav->usHeight;
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usWidth = (UINT32)pTrav->usWidth;
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@@ -2425,9 +2427,9 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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sCenY = sY + (INT16)( abs( sHeight - (double)usHeight ) / 2 ) - pTrav->sOffsetY;
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// Shadow area
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if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX - 2, sCenY + 2 );
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if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX - 2, sCenY + 2 );
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BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
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BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
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if ( uiBuffer == FRAME_BUFFER )
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@@ -3539,7 +3541,7 @@ void ItemDescAmmoCallback(GUI_BUTTON *btn,INT32 reason)
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if(gpItemPointer->exists() == true)
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{
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guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
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gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
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gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
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MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
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MSYS_SetCurrentCursor( EXTERN_CURSOR );
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@@ -3744,7 +3746,7 @@ void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// Set mouse
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guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
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gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
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gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
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MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
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MSYS_SetCurrentCursor( EXTERN_CURSOR );
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@@ -4241,7 +4243,7 @@ void RenderItemDescriptionBox( )
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ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject );
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// WANNE: Fixed CTD when trowing an item with open description box
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if (ubAttackAPs != -1)
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if (ubAttackAPs != -1 )
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{
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if (ubAttackAPs <= EXCEPTIONAL_AP_COST)
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{
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@@ -4285,7 +4287,7 @@ void RenderItemDescriptionBox( )
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else
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{
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// WANNE: Close the description box after we threw the item.
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DeleteItemDescriptionBox();
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DeleteItemDescriptionBox( );
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}
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}
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}
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@@ -4925,7 +4927,7 @@ void BeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubKeyRingPosition )
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if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
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{
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guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
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gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
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gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
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fMapInventoryItem=TRUE;
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MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
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@@ -4975,7 +4977,7 @@ void DrawItemFreeCursor( )
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// Get usIndex and then graphic for item
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guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
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gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
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gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
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MSYS_ChangeRegionCursor( &gSMPanelRegion , EXTERN_CURSOR );
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MSYS_SetCurrentCursor( EXTERN_CURSOR );
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@@ -4987,7 +4989,7 @@ void HideItemTileCursor( )
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}
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BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT16 sSrcGridNo )
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BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo )
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{
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return( TRUE );
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/*-
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@@ -5030,17 +5032,17 @@ BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT16 sSrcGridNo )
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void DrawItemTileCursor( )
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{
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INT16 sMapPos;
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INT32 usMapPos;
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UINT16 usIndex;
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UINT8 ubSoldierID;
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INT16 sAPCost;
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BOOLEAN fRecalc;
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UINT32 uiCursorFlags;
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INT16 sFinalGridNo;
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INT32 sFinalGridNo;
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UINT32 uiCursorId = CURSOR_ITEM_GOOD_THROW;
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SOLDIERTYPE *pSoldier;
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BOOLEAN fGiveItem = FALSE;
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INT16 sActionGridNo;
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INT32 sActionGridNo;
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UINT8 ubDirection;
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static UINT32 uiOldCursorId = 0;
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static UINT16 usOldMousePos = 0;
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@@ -5048,15 +5050,15 @@ void DrawItemTileCursor( )
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INT16 sDist;
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INT8 bLevel;
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if (GetMouseMapPos( &sMapPos) )
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if (GetMouseMapPos( &usMapPos) )
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{
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if ( gfUIFullTargetFound )
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{
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// Force mouse position to guy...
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sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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}
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gusCurMousePos = sMapPos;
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gusCurMousePos = usMapPos;
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if( gusCurMousePos != usOldMousePos )
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{
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@@ -5119,7 +5121,7 @@ void DrawItemTileCursor( )
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if ( !fGiveItem )
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{
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if ( UIHandleOnMerc( FALSE ) && sMapPos != gpItemPointerSoldier->sGridNo )
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if ( UIHandleOnMerc( FALSE ) && usMapPos != gpItemPointerSoldier->sGridNo )
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{
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// We are on a guy.. check if they can catch or not....
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if ( gfUIFullTargetFound )
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@@ -5241,7 +5243,7 @@ void DrawItemTileCursor( )
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}
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else
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{
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if ( sMapPos == gpItemPointerSoldier->sGridNo )
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if ( usMapPos == gpItemPointerSoldier->sGridNo )
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{
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EndPhysicsTrajectoryUI( );
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}
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@@ -5261,7 +5263,7 @@ void DrawItemTileCursor( )
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gfUIHandlePhysicsTrajectory = TRUE;
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if ( fRecalc && sMapPos != gpItemPointerSoldier->sGridNo )
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if ( fRecalc && usMapPos != gpItemPointerSoldier->sGridNo )
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{
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if ( gfUIMouseOnValidCatcher )
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{
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@@ -5290,7 +5292,7 @@ void DrawItemTileCursor( )
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}
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// Calculate chance to throw here.....
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if ( !CalculateLaunchItemChanceToGetThrough( gpItemPointerSoldier, gpItemPointer, sMapPos, (INT8)gsInterfaceLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), &sFinalGridNo, FALSE, &bLevel, TRUE ) )
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if ( !CalculateLaunchItemChanceToGetThrough( gpItemPointerSoldier, gpItemPointer, usMapPos, (INT8)gsInterfaceLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), &sFinalGridNo, FALSE, &bLevel, TRUE ) )
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{
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gfBadThrowItemCTGH = TRUE;
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}
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@@ -5346,7 +5348,7 @@ BOOLEAN IsValidAmmoToReloadRobot( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
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}
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BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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{
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// Determine what to do
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if ( SelectedGuyInBusyAnimation( ) )
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@@ -5383,13 +5385,13 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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UINT32 uiThrowActionData=0;
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INT16 sEndZ = 0;
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BOOLEAN fGiveItem = FALSE;
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INT16 sGridNo;
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INT32 sGridNo;
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INT16 sDist;
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if ( gfUIFullTargetFound )
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{
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// Force mouse position to guy...
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sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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if ( gAnimControl[ MercPtrs[ gusUIFullTargetID ]->usAnimState ].uiFlags & ANIM_MOVING )
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{
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@@ -5447,7 +5449,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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else
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{
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// Calculate action point costs!
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sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, sMapPos );
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sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, usMapPos );
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}
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// Place it back in our hands!
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@@ -5483,9 +5485,9 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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// Check if we can reload robot....
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if ( IsValidAmmoToReloadRobot( MercPtrs[ ubSoldierID ], &gTempObject ) )
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{
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INT16 sActionGridNo;
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INT32 sActionGridNo;
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UINT8 ubDirection;
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INT16 sAdjustedGridNo;
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INT32 sAdjustedGridNo;
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// Walk up to him and reload!
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// See if we can get there to stab
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@@ -5558,7 +5560,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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{
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// Check some things here....
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// 1 ) are we at the exact gridno that we stand on?
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if ( sMapPos == gpItemPointerSoldier->sGridNo )
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if ( usMapPos == gpItemPointerSoldier->sGridNo )
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{
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// Drop
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if ( !gfDontChargeAPsToPickup )
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@@ -5574,7 +5576,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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// Try to drop in an adjacent area....
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// 1 ) is this not a good OK destination
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// this will sound strange, but this is OK......
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if ( !NewOKDestination( gpItemPointerSoldier, sMapPos, FALSE, gpItemPointerSoldier->pathing.bLevel ) || FindBestPath( gpItemPointerSoldier, sMapPos, gpItemPointerSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 )
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if ( !NewOKDestination( gpItemPointerSoldier, usMapPos, FALSE, gpItemPointerSoldier->pathing.bLevel ) || FindBestPath( gpItemPointerSoldier, usMapPos, gpItemPointerSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 )
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{
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// Drop
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if ( !gfDontChargeAPsToPickup )
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@@ -5595,10 +5597,10 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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OBJECTTYPE::CopyToOrCreateAt( &gpItemPointerSoldier->pTempObject, gpItemPointer);
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if (gpItemPointerSoldier->pTempObject != NULL)
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{
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gpItemPointerSoldier->aiData.sPendingActionData2 = sMapPos;
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gpItemPointerSoldier->aiData.sPendingActionData2 = usMapPos;
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// Turn towards.....gridno
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gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( (INT8)GetDirectionFromGridNo( sMapPos, gpItemPointerSoldier ) );
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gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( (INT8)GetDirectionFromGridNo( usMapPos, gpItemPointerSoldier ) );
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gpItemPointerSoldier->EVENT_InitNewSoldierAnim( DROP_ADJACENT_OBJECT, 0 , FALSE );
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}
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@@ -5607,7 +5609,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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case ANIM_CROUCH:
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case ANIM_PRONE:
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AddItemToPool( sMapPos, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 );
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AddItemToPool( usMapPos, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 );
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NotifySoldiersToLookforItems( );
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break;
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}
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@@ -5627,7 +5629,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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}
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else
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{
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sGridNo = sMapPos;
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sGridNo = usMapPos;
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// Kaiden: Vehicle Inventory change - Commented the following If test:
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//if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) && !( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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@@ -5810,7 +5812,7 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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CalculateLaunchItemParamsForThrow( gpItemPointerSoldier, sGridNo, gpItemPointerSoldier->pathing.bLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), gpItemPointer, 0, ubThrowActionCode, uiThrowActionData );
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// OK, goto throw animation
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HandleSoldierThrowItem( gpItemPointerSoldier, sMapPos );
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HandleSoldierThrowItem( gpItemPointerSoldier, usMapPos );
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}
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}
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@@ -5821,10 +5823,10 @@ BOOLEAN HandleItemPointerClick( INT16 sMapPos )
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return( TRUE );
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}
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BOOLEAN ItemCursorInLobRange( INT16 sMapPos )
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BOOLEAN ItemCursorInLobRange( INT32 usMapPos )
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{
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// Draw item depending on distance from buddy
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if ( GetRangeFromGridNoDiff( sMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE )
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if ( GetRangeFromGridNoDiff( usMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE )
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{
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return( FALSE );
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}
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@@ -6520,24 +6522,29 @@ void DeleteKeyRingPopup( )
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UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem )
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{
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UINT32 id;
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// CHECK SUBCLASS
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if ( pItem->ubGraphicType == 0 )
|
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{
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return( guiGUNSM );
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TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oGUNSM.getVObjectForItem(pItem->ubGraphicNum) : guiGUNSM,
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L"Failed to retrieve gun image" );
|
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}
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else if ( pItem->ubGraphicType == 1 )
|
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{
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return( guiP1ITEMS );
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TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oP1ITEMS.getVObjectForItem(pItem->ubGraphicNum) : guiP1ITEMS,
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L"Failed to retrieve P1 item image" );
|
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}
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else if ( pItem->ubGraphicType == 2 )
|
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{
|
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return( guiP2ITEMS );
|
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TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oP2ITEMS.getVObjectForItem(pItem->ubGraphicNum) : guiP2ITEMS,
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L"Failed to retrieve P2 item image" );
|
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}
|
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else
|
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{
|
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return( guiP3ITEMS );
|
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TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oP3ITEMS.getVObjectForItem(pItem->ubGraphicNum) : guiP3ITEMS,
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L"Failed to retrieve P3 item image" );
|
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}
|
||||
|
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return id;
|
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}
|
||||
|
||||
|
||||
@@ -6793,7 +6800,7 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
else
|
||||
{
|
||||
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
|
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gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
|
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gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
|
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|
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MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
|
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MSYS_SetCurrentCursor( EXTERN_CURSOR );
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@@ -6956,7 +6963,7 @@ public:
|
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BOOLEAN fDirtyLevel;
|
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INT32 iDirtyRect;
|
||||
BOOLEAN fHandled;
|
||||
INT16 sGridNo;
|
||||
INT32 sGridNo;
|
||||
INT8 bZLevel;
|
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INT16 sButtomPanelStartY;
|
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SOLDIERTYPE *pSoldier;
|
||||
@@ -7020,7 +7027,7 @@ void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel )
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel )
|
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BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel )
|
||||
{
|
||||
VOBJECT_DESC VObjectDesc;
|
||||
CHAR8 ubString[48];
|
||||
@@ -7096,8 +7103,8 @@ BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POO
|
||||
|
||||
// Get XY
|
||||
{
|
||||
// First get mouse xy screen location
|
||||
if( sGridNo != NOWHERE )
|
||||
// First get mouse xy screen location
|
||||
if(!TileIsOutOfBounds(sGridNo))
|
||||
{
|
||||
sX = gusMouseXPos;
|
||||
sY = gusMouseYPos;
|
||||
@@ -8242,7 +8249,7 @@ void RemoveMoney()
|
||||
{
|
||||
// Set mouse
|
||||
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
|
||||
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
|
||||
gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum;
|
||||
|
||||
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
|
||||
MSYS_SetCurrentCursor( EXTERN_CURSOR );
|
||||
@@ -8806,7 +8813,7 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
|
||||
CHAR8 ubString[48];
|
||||
INT16 sCenX, sCenY, sX, sY, sCenterYVal;
|
||||
INT8 bZLevel =pOpponent->pathing.bLevel;
|
||||
INT16 sGridNo =pOpponent->sGridNo;
|
||||
INT32 sGridNo =pOpponent->sGridNo;
|
||||
INT32 cnt;
|
||||
gpOpponent =pOpponent;
|
||||
gfStealing =TRUE;
|
||||
@@ -8862,8 +8869,8 @@ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOppo
|
||||
|
||||
// Get XY
|
||||
{
|
||||
// First get mouse xy screen location
|
||||
if( sGridNo != NOWHERE )
|
||||
// First get mouse xy screen location
|
||||
if(!TileIsOutOfBounds(sGridNo))
|
||||
{
|
||||
sX = gusMouseXPos;
|
||||
sY = gusMouseYPos;
|
||||
|
||||
Reference in New Issue
Block a user