diff --git a/GameVersion.cpp b/GameVersion.cpp index e93f06b8..0791f4d4 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -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 diff --git a/Strategic/strategicmap.cpp b/Strategic/strategicmap.cpp index 742028fa..2fc6f87c 100644 --- a/Strategic/strategicmap.cpp +++ b/Strategic/strategicmap.cpp @@ -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); }