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Updated build number
--Editor fixes from Kriplo Implementation for mouse wheel support Implementation for mouse middle button support Fix for adding on roof tiles Fix assertion when leave editor mode On saving map check of entry points are add Fix for to many ToolTip messages in place walls Fix assertion on loading map without entry points Fix assertion in Sector Summary if DevInfo directory not exist Fix for problem of losing map edgepoints Fix problem with losing stuff from LBE Fix crash in meanwhile --Fixes from Headrock Fixed a typo in the Health experience calcuation for strategic movement Added "Draw" cost to weapons help data git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -8699,7 +8699,8 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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}
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//Info for weapons
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swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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//swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
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swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s",
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ItemNames[ usItem ],
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AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
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sValue,
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@@ -8711,6 +8712,7 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject )/10 : GunRange( pObject ), //Modified Range
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gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ usItem ].usRange/10 : Weapon[ usItem ].usRange, //Gun Range
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gWeaponStatsDesc[ 5 ], //AP String
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(Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's
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apStr, //AP's
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gWeaponStatsDesc[ 12 ], //Weight String
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fWeight, //Weight
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@@ -142,6 +142,9 @@ void MoveItemsInSlotsToLBE( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots,
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// No item in this LBENODE pocket, is pocket active?
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if(LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketIndex[j] == NONE) // Pocket is inactive
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continue;
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//dnl Pocket is active, so check if there is restriction of type for default item
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if(LBEPocketType[LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketIndex[j]].pRestriction != 0 && LBEPocketType[LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketIndex[j]].pRestriction != Item[pSoldier->inv[LBESlots[i]].usItem].ubClassIndex)
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continue;
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// Pocket is active, can default item fit in this pocket?
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if(LBEPocketType[LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketIndex[j]].ItemCapacityPerSize[dSize] == NONE) // Pocket can't hold this item size
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continue;
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@@ -218,7 +221,6 @@ BOOLEAN MoveItemsToActivePockets( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBES
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}
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}
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// now drop everything that wouldn't fit anywhere else
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for(unsigned int i=0; i<LBESlots.size() ;i++)
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{
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@@ -7602,6 +7602,9 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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}
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if(!pSoldier && AreInMeanwhile())//dnl fix for preventing game crash in meanwhile after Queen slap Elliot
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return(NULL);
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ubID = pSoldier->ubID;
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DebugAttackBusy( String( "Ending action for %d\n", ubID ) );
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@@ -3936,6 +3936,7 @@ void GlobalReachableTest( INT16 sStartGridNo )
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}
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ReconfigurePathAI( ABSMAX_SKIPLIST_LEVEL, ABSMAX_TRAIL_TREE, ABSMAX_PATHQ );
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gubNPCDistLimit = 0;//dnl without this ASTAR will not calculate map edgepoints
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FindBestPath( &s, NOWHERE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );
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RestorePathAIToDefaults();
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}
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