mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Update inventory arrays to be vectors. Add class for inventory. Change some structs that use inventories to classes to provide constructors, destructors, etc. Note that with this update all file operations should still be compatible with previous files.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@971 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -72,9 +72,11 @@ UINT16 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8
|
||||
gubNPCAPBudget = 0;
|
||||
gubNPCDistLimit = ubRadius;
|
||||
|
||||
// WDS - Clean up inventory handling
|
||||
//create dummy soldier, and use the pathing to determine which nearby slots are
|
||||
//reachable.
|
||||
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
|
||||
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
|
||||
soldier.initialize();
|
||||
soldier.bLevel = 0;
|
||||
soldier.bTeam = 1;
|
||||
soldier.sGridNo = sSweetGridNo;
|
||||
@@ -174,9 +176,11 @@ UINT16 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT16 sSweet
|
||||
gubNPCAPBudget = 0;
|
||||
gubNPCDistLimit = ubRadius;
|
||||
|
||||
// WDS - Clean up inventory handling
|
||||
//create dummy soldier, and use the pathing to determine which nearby slots are
|
||||
//reachable.
|
||||
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
|
||||
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
|
||||
soldier.initialize();
|
||||
soldier.bLevel = 0;
|
||||
soldier.bTeam = pSoldier->bTeam;
|
||||
soldier.sGridNo = sSweetGridNo;
|
||||
@@ -275,9 +279,11 @@ UINT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAn
|
||||
gubNPCAPBudget = 0;
|
||||
gubNPCDistLimit = ubRadius;
|
||||
|
||||
// WDS - Clean up inventory handling
|
||||
//create dummy soldier, and use the pathing to determine which nearby slots are
|
||||
//reachable.
|
||||
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
|
||||
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
|
||||
soldier.initialize();
|
||||
soldier.bLevel = 0;
|
||||
soldier.bTeam = 1;
|
||||
soldier.sGridNo = sSweetGridNo;
|
||||
@@ -438,9 +444,11 @@ UINT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYP
|
||||
gubNPCAPBudget = 0;
|
||||
gubNPCDistLimit = ubRadius;
|
||||
|
||||
// WDS - Clean up inventory handling
|
||||
//create dummy soldier, and use the pathing to determine which nearby slots are
|
||||
//reachable.
|
||||
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
|
||||
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
|
||||
soldier.initialize();
|
||||
soldier.bLevel = 0;
|
||||
soldier.bTeam = 1;
|
||||
soldier.sGridNo = sSweetGridNo;
|
||||
@@ -617,9 +625,11 @@ UINT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier,
|
||||
gubNPCAPBudget = 0;
|
||||
gubNPCDistLimit = ubRadius;
|
||||
|
||||
// WDS - Clean up inventory handling
|
||||
//create dummy soldier, and use the pathing to determine which nearby slots are
|
||||
//reachable.
|
||||
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
|
||||
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
|
||||
soldier.initialize();
|
||||
soldier.bLevel = 0;
|
||||
soldier.bTeam = 1;
|
||||
soldier.sGridNo = sSweetGridNo;
|
||||
@@ -948,9 +958,11 @@ UINT16 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo,
|
||||
gubNPCAPBudget = 0;
|
||||
gubNPCDistLimit = ubRadius;
|
||||
|
||||
// WDS - Clean up inventory handling
|
||||
//create dummy soldier, and use the pathing to determine which nearby slots are
|
||||
//reachable.
|
||||
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
|
||||
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
|
||||
soldier.initialize();
|
||||
soldier.bLevel = 0;
|
||||
soldier.bTeam = 1;
|
||||
soldier.sGridNo = sSweetGridNo;
|
||||
|
||||
Reference in New Issue
Block a user