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https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
Cleaned up attachment removal code
Fixed rare issue with squads and movement groups not being defined at game start. Fixed wrong type declarations in header files git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8407 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1010,9 +1010,6 @@ OBJECTTYPE* StackedObjectData::GetAttachmentAtIndex(UINT8 index)
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if (iter != attachments.end()) {
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OBJECTTYPE * attachment = &(*iter);
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if (attachment->usItem > 0 && (attachment->ubNumberOfObjects != 1 || attachment->usItem > MAXITEMS || attachment->ubMission != 0) ) {
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__debugbreak();
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}
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return attachment;
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}
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return 0;
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+1
-53
@@ -8282,11 +8282,6 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE * pAttachment, OBJECTTYPE * pNe
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for (std::list<OBJECTTYPE>::iterator iter = (*this)[subObject]->attachments.begin();
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iter != (*this)[subObject]->attachments.end(); ++iter){
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// Bob: sanity check!
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if (pAttachment != NULL && pAttachment->usItem > 0 && (pAttachment->ubNumberOfObjects != 1 || pAttachment->usItem > MAXITEMS || pAttachment->ubMission != 0)) {
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__debugbreak();
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}
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//Compare the adress
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if(&(*iter) == pAttachment)
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{
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@@ -8297,14 +8292,11 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE * pAttachment, OBJECTTYPE * pNe
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break;
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}
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}
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//It is possible that the previous loop did not find the EXACT attachment we wanted to delete, look if there is one that is at least equal in data.
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if(!objDeleted){
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for (std::list<OBJECTTYPE>::iterator iter = (*this)[subObject]->attachments.begin();
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iter != (*this)[subObject]->attachments.end(); ++iter){
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// Bob: sanity check!
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if (pAttachment != NULL && pAttachment->usItem > 0 && (pAttachment->ubNumberOfObjects != 1 || pAttachment->usItem > MAXITEMS || pAttachment->ubMission != 0)) {
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__debugbreak();
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}
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//This compares the internal data of the objects.
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if(*iter == *pAttachment)
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@@ -8318,19 +8310,9 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE * pAttachment, OBJECTTYPE * pNe
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}
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}
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// Bob: sanity check!
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if (pAttachment != NULL && pAttachment->usItem > 0 && (pAttachment->ubNumberOfObjects != 1 || pAttachment->usItem > MAXITEMS || pAttachment->ubMission != 0)) {
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__debugbreak();
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}
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if(!objDeleted)
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return( FALSE );
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// Bob: this function tends to leave this pointer in a messed up state, leading to other code to deal with bogus item data
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if (pAttachment != NULL) {
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__debugbreak();
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}
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//After removing an attachment, the ammo capacity might have changed.
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if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[subObject]->data.gun.usGunAmmoItem != NONE && (*this)[subObject]->data.gun.ubGunShotsLeft > 0 && oldMagSize != GetMagSize(this, subObject) )
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{
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@@ -8423,28 +8405,9 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE * pAttachment, OBJECTTYPE * pNe
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RemoveProhibitedAttachments(pSoldier, this, this->usItem);
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}
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// Bob: this function tends to leave this pointer in a messed up state, leading to other code to deal with bogus item data
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if (pAttachment != NULL) {
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__debugbreak();
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}
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if (pNewObj != NULL) {
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*pNewObj = removedAttachment;
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}
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else {
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*pAttachment = removedAttachment;
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}
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// Bob: this function tends to leave this pointer in a messed up state, leading to other code to deal with bogus item data
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if (pAttachment != NULL) {
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__debugbreak();
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}
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// Why is this here? By now, the object, pAttachment had been pointing to, has already been deconstructed via RemoveAttachmentAtIter.
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// (Commenting out the following two lines)
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//if(pAttachment->exists() && (pAttachment->usItem == 0 || pAttachment->usItem == removedAttachment.usItem ))
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// *pAttachment = removedAttachment;
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if (pNewObj->exists() && Item[pNewObj->usItem].grenadelauncher )//UNDER_GLAUNCHER)
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{
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@@ -8453,9 +8416,6 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE * pAttachment, OBJECTTYPE * pNe
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OBJECTTYPE* pGrenade = FindAttachmentByClass( this, IC_GRENADE );
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if (pGrenade->exists())
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{
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//ADB ubWeight has been removed, see comments in OBJECTTYPE
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//pNewObj->ubWeight = CalculateObjectWeight( pNewObj );
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// we might have to do it in this order, because if we attach first,
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// the object is pretty much gone and RemoveAttachment won't work (returns right away)
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OBJECTTYPE tmp;
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@@ -8464,23 +8424,11 @@ BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE * pAttachment, OBJECTTYPE * pNe
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}
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}
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// Bob: this function tends to leave this pointer in a messed up state, leading other code to deal with bogus item data
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if (pAttachment != NULL) {
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__debugbreak();
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}
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//Removing an attachment can alter slots, check them.
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if(UsingNewAttachmentSystem()==true && fRemoveProhibited){
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RemoveProhibitedAttachments(pSoldier, this, this->usItem);
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}
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// Bob: this function tends to leave this pointer in a messed up state, leading to other code to deal with bogus item data
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if (pAttachment != NULL) {
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__debugbreak();
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}
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//ADB ubWeight has been removed, see comments in OBJECTTYPE
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//this->ubWeight = CalculateObjectWeight( this );
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return( TRUE );
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}
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@@ -273,7 +273,7 @@ public:
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void initialize();
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BOOLEAN Load(HWFILE hFile, int versionToLoad, bool loadChecksum);
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BOOLEAN Load(INT8 **hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion);
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BOOLEAN Load(INT8 **hBuffer, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
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BOOLEAN Save(HWFILE hFile, bool fSavingMap, FLOAT dMajorMapVersion=MAJOR_MAP_VERSION, UINT8 ubMinorMapVersion=MINOR_MAP_VERSION);//dnl ch42 250909
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public:
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@@ -21,7 +21,7 @@ extern SOLDIERINITNODE *gSoldierInitTail;
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//These serialization functions are assuming the passing of a valid file
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//pointer to the beginning of the save/load area, at the correct part of the
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//map file.
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BOOLEAN LoadSoldiersFromMap( INT8 **hBuffer, float dMajorMapVersion, UINT8 ubMinorMapVersion );
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BOOLEAN LoadSoldiersFromMap( INT8 **hBuffer, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion );
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BOOLEAN SaveSoldiersToMap(HWFILE fp, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);//dnl ch33 150909
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//For the purpose of keeping track of which soldier belongs to which placement within the game,
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+10
-1
@@ -1655,7 +1655,8 @@ BOOLEAN DoesVehicleExistInSquad( INT8 bSquadValue )
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void CheckSquadMovementGroups( void )
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{
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INT32 iSquad;
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INT32 iSquad;
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INT8 iSoldier;
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GROUP * pGroup;
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for( iSquad = 0; iSquad < NUMBER_OF_SQUADS; iSquad++ )
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@@ -1671,5 +1672,13 @@ void CheckSquadMovementGroups( void )
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Assert( pGroup );
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pGroup->fPersistant = TRUE;
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}
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// Bob: propagate the group id to the squad members
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for (INT8 iSoldier = 0; iSoldier < NUMBER_OF_SOLDIERS_PER_SQUAD; iSoldier++) {
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if (Squad[iSquad][iSoldier] != NULL)
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{
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Squad[iSquad][iSoldier]->ubGroupID = pGroup->ubGroupID;
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}
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}
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}
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}
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