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- fixed a bug that caused bad pointers when accessing the sector inventory and then entering it
- fixed: reinforcements can happen in turnbased again - codechange: stacks of ammo item scan now be used to feed a gun from the inventory git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5458 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5073,8 +5073,11 @@ void SectorInventoryCooldownFunctions( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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HandleSectorCooldownFunctions( sMapX, sMapY, (INT8)sMapZ, pTotalSectorList, uiTotalNumberOfRealItems, TRUE );
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//Save the Items to the the file
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SaveWorldItemsToTempItemFile( sMapX, sMapY, (INT8)sMapZ, uiTotalNumberOfRealItems, pTotalSectorList );
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if ( sMapX != gWorldSectorX || sMapY != gWorldSectorY || sMapZ != gbWorldSectorZ )
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{
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//Save the Items to the the file
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SaveWorldItemsToTempItemFile( sMapX, sMapY, (INT8)sMapZ, uiTotalNumberOfRealItems, pTotalSectorList );
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}
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}
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// Flugente: handle various cooldwon functions over an array of items in a specific sector.
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@@ -5117,7 +5120,7 @@ void HandleSectorCooldownFunctions( INT16 sMapX, INT16 sMapY, INT8 sMapZ, WORLDI
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{
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OBJECTTYPE* pObj = &(pWorldItem[ uiCount ].object); // ... get pointer for this item ...
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if ( pObj != NULL ) // ... if pointer is not obviously useless ...
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if ( pObj != NULL && pObj->exists() ) // ... if pointer is not obviously useless ...
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{
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// ... if we use overheating and item is a gun, a launcher or a barrel ...
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if ( gGameOptions.fWeaponOverheating && ( Item[pWorldItem[ uiCount ].object.usItem].usItemClass & (IC_GUN|IC_LAUNCHER) || Item[pWorldItem[ uiCount ].object.usItem].barrel == TRUE ) )
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