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
This commit is contained in:
ChrisL
2008-10-13 21:05:28 +00:00
parent fa21f87a59
commit 26201b3816
16 changed files with 117 additions and 26 deletions
+3 -1
View File
@@ -142,6 +142,9 @@ void MoveItemsInSlotsToLBE( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots,
// No item in this LBENODE pocket, is pocket active?
if(LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketIndex[j] == NONE) // Pocket is inactive
continue;
//dnl Pocket is active, so check if there is restriction of type for default item
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)
continue;
// Pocket is active, can default item fit in this pocket?
if(LBEPocketType[LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketIndex[j]].ItemCapacityPerSize[dSize] == NONE) // Pocket can't hold this item size
continue;
@@ -218,7 +221,6 @@ BOOLEAN MoveItemsToActivePockets( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBES
}
}
// now drop everything that wouldn't fit anywhere else
for(unsigned int i=0; i<LBESlots.size() ;i++)
{