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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
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-2
@@ -55,8 +55,8 @@
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#endif
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CHAR8 czVersionNumber[16] = { "Build 20.07.24" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 20.08.01" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8870" };
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CHAR16 zRevisionNumber[16] = { L"Revision 8875" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -5200,8 +5200,8 @@ void SetSamHackStatus( INT16 sSectorX, INT16 sSectorY, INT8 sStatus )
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BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
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{
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//INT32 cnt;
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//SOLDIERTYPE *pSoldier;
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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// if not a valid sector
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if ( (sX < 1) || (sX > 16) || (sY < 1) || (sY > 16) || (ubZ > 3) )
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@@ -5210,21 +5210,21 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
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}
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//cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
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//for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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{
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// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
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//if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
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// ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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// ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
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// )
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if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
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)
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//if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) )
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if ( GetSectorFlagStatus( sSelMapX, sSelMapY, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE )
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{
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//if ( !pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
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if ( !pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
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{
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return(TRUE);
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}
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