- 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
This commit is contained in:
Flugente
2012-08-11 17:07:28 +00:00
parent 7e8b51ad34
commit 333633b782
9 changed files with 68 additions and 25 deletions
@@ -5073,8 +5073,11 @@ void SectorInventoryCooldownFunctions( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
HandleSectorCooldownFunctions( sMapX, sMapY, (INT8)sMapZ, pTotalSectorList, uiTotalNumberOfRealItems, TRUE );
//Save the Items to the the file
SaveWorldItemsToTempItemFile( sMapX, sMapY, (INT8)sMapZ, uiTotalNumberOfRealItems, pTotalSectorList );
if ( sMapX != gWorldSectorX || sMapY != gWorldSectorY || sMapZ != gbWorldSectorZ )
{
//Save the Items to the the file
SaveWorldItemsToTempItemFile( sMapX, sMapY, (INT8)sMapZ, uiTotalNumberOfRealItems, pTotalSectorList );
}
}
// Flugente: handle various cooldwon functions over an array of items in a specific sector.
@@ -5117,7 +5120,7 @@ void HandleSectorCooldownFunctions( INT16 sMapX, INT16 sMapY, INT8 sMapZ, WORLDI
{
OBJECTTYPE* pObj = &(pWorldItem[ uiCount ].object); // ... get pointer for this item ...
if ( pObj != NULL ) // ... if pointer is not obviously useless ...
if ( pObj != NULL && pObj->exists() ) // ... if pointer is not obviously useless ...
{
// ... if we use overheating and item is a gun, a launcher or a barrel ...
if ( gGameOptions.fWeaponOverheating && ( Item[pWorldItem[ uiCount ].object.usItem].usItemClass & (IC_GUN|IC_LAUNCHER) || Item[pWorldItem[ uiCount ].object.usItem].barrel == TRUE ) )