Fix: Re-enabled the condition check for mercs to enter tactical screen from map screen. Someone removed it, which made it possible to enter tactical with no mercs in the sector.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8875 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2020-08-01 15:22:26 +00:00
parent 5b71be4045
commit 1a31b21ea4
2 changed files with 11 additions and 11 deletions
+2 -2
View File
@@ -55,8 +55,8 @@
#endif
CHAR8 czVersionNumber[16] = { "Build 20.07.24" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 20.08.01" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 8870" };
CHAR16 zRevisionNumber[16] = { L"Revision 8875" };
// SAVE_GAME_VERSION is defined in header, change it there
+9 -9
View File
@@ -5200,8 +5200,8 @@ void SetSamHackStatus( INT16 sSectorX, INT16 sSectorY, INT8 sStatus )
BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
{
//INT32 cnt;
//SOLDIERTYPE *pSoldier;
INT32 cnt;
SOLDIERTYPE *pSoldier;
// if not a valid sector
if ( (sX < 1) || (sX > 16) || (sY < 1) || (sY > 16) || (ubZ > 3) )
@@ -5210,21 +5210,21 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
}
//cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
//for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
{
// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
//if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
// ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
// ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
// )
if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
)
//if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) )
if ( GetSectorFlagStatus( sSelMapX, sSelMapY, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE )
{
//if ( !pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
if ( !pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
{
return(TRUE);
}