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If the itemlist is huge and one uses New Inventory System, New Attachment System and a lot of MOLLE items, there is a noticable slowdown if inventory is open in tactical. I cleaned up code to ease that somewhat, but the problem will likely persist.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7600 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -197,8 +197,7 @@ void InitAllArmsDealers()
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void InitializeOneArmsDealer( UINT8 ubArmsDealer )
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{
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UINT16 usItemIndex;
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UINT8 ubNumItems=0;
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UINT8 ubNumItems=0;
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memset( &( gArmsDealerStatus[ ubArmsDealer ] ), 0, sizeof( ARMS_DEALER_STATUS ) );
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gArmsDealersInventory.resize(gArmsDealersInventory.size() + 1);
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@@ -212,9 +211,8 @@ void InitializeOneArmsDealer( UINT8 ubArmsDealer )
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return;
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}
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//loop through all the item types
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for( usItemIndex = 1; usItemIndex < MAXITEMS; usItemIndex++ )
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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@@ -332,14 +330,14 @@ void DailyUpdateOfArmsDealersInventory()
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// Once a day, loop through each dealer's inventory items and possibly sell some
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void SimulateArmsDealerCustomer()
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{
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UINT8 ubArmsDealer=0;
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UINT8 ubArmsDealer=0;
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UINT16 usItemIndex;
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UINT8 ubItemsSold=0;
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static int numPerfectItems[MAXITEMS];
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//loop through all the arms dealers
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for( ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS;ubArmsDealer++ )
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for( ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
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{
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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continue;
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@@ -350,15 +348,17 @@ void SimulateArmsDealerCustomer()
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memset (&numPerfectItems, 0, sizeof(numPerfectItems));
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->ItemIsInInventory() == true && iter->bItemCondition == 100) {
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DealerItemList::iterator iterend = gArmsDealersInventory[ubArmsDealer].end( );
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != iterend; ++iter )
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{
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if (iter->ItemIsInInventory() == true && iter->bItemCondition == 100)
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{
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numPerfectItems[iter->object.usItem] += iter->object.ubNumberOfObjects;
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}
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}
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//loop through all items of the same type
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for( usItemIndex = 1; usItemIndex < MAXITEMS; usItemIndex++ )
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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@@ -389,19 +389,21 @@ void SimulateArmsDealerCustomer()
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}
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}
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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iterend = gArmsDealersInventory[ubArmsDealer].end();
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != iterend; ++iter )
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{
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// next, try to sell all the used ones, gotta do these one at a time so we can remove them by element
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// don't worry about negative condition, repairmen can't come this far, they don't sell!
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if (iter->bItemCondition < 100 && iter->bItemCondition > 0) {
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if ( iter->ItemIsInInventory() == true) {
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if (iter->bItemCondition < 100 && iter->bItemCondition > 0)
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{
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if ( iter->ItemIsInInventory() == true)
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{
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// try selling just this one
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if (HowManyItemsAreSold( ubArmsDealer, iter->object.usItem, 1, TRUE) > 0)
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{
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iter = gArmsDealersInventory[ ubArmsDealer ].erase(iter);
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if (iter == gArmsDealersInventory[ ubArmsDealer ].end()) {
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if (iter == gArmsDealersInventory[ ubArmsDealer ].end() )
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break;
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}
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}
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}
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}
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@@ -424,7 +426,7 @@ void DailyCheckOnItemQuantities()
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//loop through all the arms dealers
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for( ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS;ubArmsDealer++ )
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for( ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
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{
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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continue;
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@@ -469,10 +471,8 @@ void DailyCheckOnItemQuantities()
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}
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//loop through all items of the same type
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for( usItemIndex = 1; usItemIndex < MAXITEMS; usItemIndex++ )
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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//if the dealer can sell the item type
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if( CanDealerTransactItem( ubArmsDealer, usItemIndex, FALSE ) )
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{
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@@ -701,10 +701,8 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
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std::vector<int> usAvailableItems;
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std::vector<UINT32> ubNumberOfAvailableItem;
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//loop through all items of the same class and count the number in stock
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for( usItemIndex = 1; usItemIndex < MAXITEMS; usItemIndex++ )
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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//if there is some items in stock
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if( numTotalItems[usItemIndex] > 0)
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{
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@@ -838,10 +836,8 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
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std::vector<UINT16> usAvailableItems;
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std::vector<UINT8> ubChanceForAvailableItem;
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//loop through all items of the same type
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for( usItemIndex = 1; usItemIndex < MAXITEMS; usItemIndex++ )
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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//if the item is of the same dealer item type
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if( uiDealerItemType & GetArmsDealerItemTypeFromItemNumber( usItemIndex ) )
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{
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@@ -1447,7 +1443,6 @@ bool ItemIsSpecial(DEALER_SPECIAL_ITEM& item)
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UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer )
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{
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UINT16 usItemIndex;
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UINT16 usHowManyInForRepairs = 0;
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//if the dealer is not a repair dealer, no need to count, return 0
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@@ -1455,10 +1450,8 @@ UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer )
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return( 0 );
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//loop through the dealers inventory and count the number of items in for repairs
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for( usItemIndex=0; usItemIndex < MAXITEMS; usItemIndex++ )
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for ( UINT16 usItemIndex = 0; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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usHowManyInForRepairs += CountSpecificItemsRepairDealerHasInForRepairs( ubArmsDealer, usItemIndex );
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}
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@@ -1474,13 +1467,12 @@ UINT8 CountSpecificItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer, UINT16
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if( !DoesDealerDoRepairs( ubArmsDealer ) )
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return( 0 );
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->object.exists() == true && iter->object.usItem == usItemIndex) {
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if( iter->IsUnderRepair() == true )
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{
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ubHowManyInForRepairs++;
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++ubHowManyInForRepairs;
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}
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}
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}
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@@ -1697,11 +1689,13 @@ void RemoveItemFromArmsDealerInventory( UINT8 ubArmsDealer, UINT16 usItemIndex,
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{
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return;
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}
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); iter++){
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if (iter->ItemIsInInventory() == true && iter->object.usItem == usItemIndex) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
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{
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if (iter->ItemIsInInventory() == true && iter->object.usItem == usItemIndex)
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{
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if(pObj != 0)
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{
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for(unsigned int i = 0; i < ubHowMany; i++)
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for(unsigned int i = 0; i < ubHowMany; ++i)
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{
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if((*pObj)[i]->operator == (*iter->object[i]))
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match = TRUE;
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@@ -1459,14 +1459,13 @@ int CompareItemsForSorting( UINT16 usItem1Index, UINT16 usItem2Index, UINT16 ubI
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UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
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{
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UINT32 uiItemClass;
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UINT32 uiItemClass;
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UINT8 ubWeaponClass;
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UINT8 ubCategory = 0;
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uiItemClass = Item[ usItemIndex ].usItemClass;
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if ( usItemIndex < MAXITEMS && IsWeapon(usItemIndex) )
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if ( usItemIndex < gMAXITEMS_READ && IsWeapon( usItemIndex ) )
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{
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ubWeaponClass = 0;// Madd: commented out so we can sort guns by name instead ... Weapon[ usItemIndex ].ubWeaponClass;
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}
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@@ -1476,7 +1475,6 @@ UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
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ubWeaponClass = 0;
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}
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ubCategory = 0;
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// search table until end-of-list marker is encountered
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@@ -1502,7 +1500,7 @@ UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
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}
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// check vs. next category in the list
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ubCategory++;
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++ubCategory;
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}
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// WANNE: commented the assert out, because we always get the assertion in debug mode!
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+195
-204
File diff suppressed because it is too large
Load Diff
@@ -3021,7 +3021,7 @@ void RenderSMPanel( BOOLEAN *pfDirty )
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// lets rearrange our skills to a temp array
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// we also get the number of lines (skills) to be displayed
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ubCnt++ )
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for ( UINT8 ubCnt = 1; ubCnt < NUM_SKILLTRAITS_NT; ++ubCnt )
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{
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if ( ProfileHasSkillTrait( gpSMCurrentMerc->ubProfile, ubCnt ) == 2 )
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{
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@@ -3041,7 +3041,7 @@ void RenderSMPanel( BOOLEAN *pfDirty )
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}
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ++ubCnt )
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( pStr, sTemp );
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@@ -21,7 +21,7 @@
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#include "GameSettings.h"
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#endif
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#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
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#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
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#define LIFE_BAR FROMRGB( 200, 0, 0 )
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#define BANDAGE_BAR_SHADOW FROMRGB( 156, 60, 60 )
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#define BANDAGE_BAR FROMRGB( 222, 132, 132 )
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@@ -81,7 +81,6 @@ STR pbCarPortraitFileNames[ ]={
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// load int he portraits for the car faces that will be use in mapscreen
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BOOLEAN LoadCarPortraitValues( void )
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{
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INT32 iCounter = 0;
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VOBJECT_DESC VObjectDesc;
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/*
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@@ -91,15 +90,15 @@ BOOLEAN LoadCarPortraitValues( void )
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}
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*/
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for( iCounter = 0; iCounter < NUM_PROFILES; iCounter++ )
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for ( INT32 iCounter = 0; iCounter < NUM_PROFILES; ++iCounter )
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{
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// silversurfer: fixed to make sure that we only create objects for vehicles that have a face defined
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// otherwise CHECKF will fail and return FALSE breaking the for loop and ignoring any further vehicles
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if ( gProfilesVehicle[ iCounter ].ProfilId == iCounter && gNewVehicle[ iCounter ].szIconFace[0] != 0 )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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strcpy( VObjectDesc.ImageFile, gNewVehicle[ iCounter ].szIconFace );
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CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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strcpy( VObjectDesc.ImageFile, gNewVehicle[ iCounter ].szIconFace );
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CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
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}
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}
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@@ -116,8 +115,6 @@ BOOLEAN LoadCarPortraitValues( void )
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// get rid of the images we loaded for the mapscreen car portraits
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void UnLoadCarPortraits( void )
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{
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INT32 iCounter = 0;
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// car protraits loaded?
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/*
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if( giCarPortraits[ 0 ] == -1 )
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@@ -132,15 +129,13 @@ void UnLoadCarPortraits( void )
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}
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*/
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for( iCounter = 0; iCounter < NUM_PROFILES; iCounter++ )
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for ( INT32 iCounter = 0; iCounter < NUM_PROFILES; ++iCounter )
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{
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if ( gProfilesVehicle[ iCounter ].ProfilId == iCounter )
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{
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DeleteVideoObjectFromIndex( giCarPortraits[ iCounter ] );
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}
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}
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return;
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}
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@@ -281,19 +276,18 @@ void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWi
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}
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UnLockVideoSurface( uiBuffer );
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}
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void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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HVOBJECT hHandle;
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HVOBJECT hHandle;
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// Erase what was there
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if ( fErase )
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@@ -307,12 +301,10 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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return;
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}
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// DO MAX MAX BREATH
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dPercentage = 1.;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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// brown guy
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GetVideoObject( &hHandle, guiBrownBackgroundForTeamPanel );
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@@ -323,21 +315,18 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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if( gusSelectedSoldier == pSoldier->ubID && gTacticalStatus.ubCurrentTeam == OUR_TEAM && OK_INTERRUPT_MERC( pSoldier ) )
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{
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// gold, the second entry in the .sti
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BltVideoObject( uiBuffer , hHandle, 1, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObject( uiBuffer , hHandle, 1, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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@@ -360,9 +349,6 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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|
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|
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|
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dPercentage = (FLOAT)pSoldier->bBreathMax / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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@@ -376,7 +362,6 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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// NOW DO BREATH
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dPercentage = (FLOAT)pSoldier->bBreath / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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@@ -390,10 +375,8 @@ void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
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usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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}
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|
||||
void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
|
||||
@@ -420,7 +403,6 @@ void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
|
||||
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
|
||||
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
||||
|
||||
|
||||
// FIRST DO BREATH
|
||||
dPercentage = (FLOAT)pSoldier->aiData.bMorale / (FLOAT)100;
|
||||
dEnd = dPercentage * sHeight;
|
||||
@@ -434,24 +416,21 @@ void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 s
|
||||
|
||||
usLineColor = Get16BPPColor( MORALE_BAR_SHADOW );
|
||||
RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
|
||||
|
||||
|
||||
|
||||
UnLockVideoSurface( uiBuffer );
|
||||
|
||||
}
|
||||
|
||||
|
||||
void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, INT16 sColor1, INT16 sColor2, BOOLEAN fErase, UINT32 uiBuffer, UINT8 iter )
|
||||
{
|
||||
FLOAT dStart, dEnd, dPercentage;
|
||||
FLOAT dStart, dEnd, dPercentage;
|
||||
//UINT16 usLineColor;
|
||||
|
||||
UINT32 uiDestPitchBYTES;
|
||||
UINT8 *pDestBuf;
|
||||
UINT8 *pDestBuf;
|
||||
UINT16 usLineColor;
|
||||
INT16 sValue;
|
||||
|
||||
|
||||
INT16 sValue;
|
||||
|
||||
if ( ubStatus >= DRAW_ITEM_STATUS_ATTACHMENT1 )
|
||||
{
|
||||
sValue = 0;
|
||||
@@ -469,18 +448,15 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ubStatus < pObject->ubNumberOfObjects) {
|
||||
if (ubStatus < pObject->ubNumberOfObjects)
|
||||
sValue = (*pObject)[ ubStatus ]->data.objectStatus;
|
||||
}
|
||||
else {
|
||||
else
|
||||
sValue = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust for ammo, other thingys..
|
||||
if( Item[ pObject->usItem ].usItemClass & IC_AMMO )
|
||||
{
|
||||
|
||||
sValue = sValue * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
|
||||
|
||||
if ( sValue < 0 )
|
||||
@@ -488,17 +464,13 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
|
||||
sValue = (*pObject)[iter]->data.ubShotsLeft * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
|
||||
DebugMsg ( TOPIC_JA2, DBG_LEVEL_3, String("Ammo status: shots left %d * 100 / Mag Size %d = value %d",(*pObject)[iter]->data.ubShotsLeft,Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize,sValue ));
|
||||
}
|
||||
if ( sValue > 100 )
|
||||
{
|
||||
sValue = 100;
|
||||
}
|
||||
|
||||
if ( sValue > 100 )
|
||||
sValue = 100;
|
||||
}
|
||||
|
||||
if( Item[ pObject->usItem ].usItemClass & IC_KEY )
|
||||
{
|
||||
sValue =100;
|
||||
}
|
||||
|
||||
// Flugente
|
||||
if ( ubStatus == DRAW_ITEM_TEMPERATURE )
|
||||
@@ -531,14 +503,14 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
|
||||
// ATE: Subtract 1 to exagerate bad status
|
||||
if ( sValue < 100 && sValue > 1 )
|
||||
{
|
||||
sValue--;
|
||||
--sValue;
|
||||
}
|
||||
|
||||
// Erase what was there
|
||||
if ( fErase )
|
||||
/*if ( fErase )
|
||||
{
|
||||
//RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
|
||||
}
|
||||
RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
|
||||
}*/
|
||||
|
||||
pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
|
||||
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
||||
@@ -560,14 +532,12 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
|
||||
RectangleDraw( TRUE, sXPos + 1, (INT32)(dStart - repairthresholdend), sXPos + 1, (INT32)( dStart - sHeight ) , usLineColor, pDestBuf );
|
||||
}
|
||||
|
||||
//usLineColor = Get16BPPColor( STATUS_BAR );
|
||||
usLineColor = sColor1;
|
||||
RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
|
||||
|
||||
usLineColor = sColor2;
|
||||
RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
|
||||
|
||||
|
||||
UnLockVideoSurface( uiBuffer );
|
||||
|
||||
if ( uiBuffer == guiSAVEBUFFER )
|
||||
@@ -578,7 +548,6 @@ void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sY
|
||||
{
|
||||
InvalidateRegion( sXPos, (INT16)(sYPos - sHeight), sXPos + sWidth, (INT16)(sYPos + 1 ) );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLEAN fAutoFace )
|
||||
@@ -586,10 +555,8 @@ void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLE
|
||||
BOOLEAN fDoFace = FALSE;
|
||||
// UINT8 ubVehicleType = 0;
|
||||
|
||||
|
||||
if ( pSoldier->bActive )
|
||||
{
|
||||
|
||||
if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
||||
{
|
||||
// get the type of vehicle
|
||||
@@ -641,7 +608,6 @@ void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLE
|
||||
//}
|
||||
RestoreExternBackgroundRect( sFaceX, sFaceY, FACE_WIDTH, FACE_HEIGHT );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// HEADROCK HAM 5: This function draws a rectangle around the item image in the zoomed inventory
|
||||
|
||||
+19
-59
@@ -305,41 +305,35 @@ extern FLOAT Distance2D( FLOAT dDeltaX, FLOAT dDeltaY );
|
||||
// Flugente: toggle display of enemy role indicators
|
||||
BOOLEAN gDisplayEnemyRoles = TRUE;
|
||||
|
||||
#define SCSTI ".STI"
|
||||
#define SCSTI_IMP "_IMP.STI"
|
||||
|
||||
BOOLEAN InitializeFaceGearGraphics()
|
||||
{
|
||||
VOBJECT_DESC VObjectDesc;
|
||||
|
||||
char fileName[500];
|
||||
|
||||
for(UINT32 iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
|
||||
{
|
||||
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
|
||||
|
||||
#define SCSTI ".STI"
|
||||
|
||||
for ( UINT32 iCounter2 = 1; iCounter2 < gMAXITEMS_READ; ++iCounter2 )
|
||||
{
|
||||
if ( zNewFaceGear[iCounter2].Type > 0 )
|
||||
{
|
||||
strcpy(fileName, zNewFaceGear[iCounter2].szFile);
|
||||
strcat(fileName, SCSTI);
|
||||
strcpy(VObjectDesc.ImageFile, fileName);
|
||||
CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGear[iCounter2].uiIndex));
|
||||
{
|
||||
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
|
||||
strcpy(fileName, zNewFaceGear[iCounter2].szFile);
|
||||
strcat(fileName, SCSTI);
|
||||
strcpy(VObjectDesc.ImageFile, fileName);
|
||||
CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGear[iCounter2].uiIndex));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for(UINT32 iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
|
||||
{
|
||||
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
|
||||
|
||||
#define SCSTI_IMP "_IMP.STI"
|
||||
|
||||
if ( zNewFaceGear[iCounter2].Type > 0 )
|
||||
{
|
||||
//IMP
|
||||
strcpy(fileName, zNewFaceGear[iCounter2].szFile);
|
||||
strcat(fileName, SCSTI_IMP);
|
||||
strcpy(VObjectDesc.ImageFile, fileName);
|
||||
CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGearIMP[iCounter2].uiIndex));
|
||||
{
|
||||
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
|
||||
strcpy( fileName, zNewFaceGear[iCounter2].szFile );
|
||||
strcat( fileName, SCSTI_IMP );
|
||||
strcpy( VObjectDesc.ImageFile, fileName );
|
||||
CHECKF( AddVideoObject( &VObjectDesc, &zNewFaceGearIMP[iCounter2].uiIndex ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -562,40 +556,6 @@ BOOLEAN InitializeTacticalInterface( )
|
||||
|
||||
InitializeFaceGearGraphics();
|
||||
|
||||
/*
|
||||
for( iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
|
||||
{
|
||||
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
|
||||
|
||||
#define SCSTI ".STI"
|
||||
|
||||
if ( zNewFaceGear[iCounter2].Type > 0 )
|
||||
{
|
||||
strcpy(fileName, zNewFaceGear[iCounter2].szFile);
|
||||
strcat(fileName, SCSTI);
|
||||
strcpy(VObjectDesc.ImageFile, fileName);
|
||||
CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGear[iCounter2].uiIndex));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for( iCounter2 = 1; iCounter2 < MAXITEMS; iCounter2++ )
|
||||
{
|
||||
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
|
||||
|
||||
#define SCSTI_IMP "_IMP.STI"
|
||||
|
||||
if ( zNewFaceGear[iCounter2].Type > 0 )
|
||||
{
|
||||
//IMP
|
||||
strcpy(fileName, zNewFaceGear[iCounter2].szFile);
|
||||
strcat(fileName, SCSTI_IMP);
|
||||
strcpy(VObjectDesc.ImageFile, fileName);
|
||||
CHECKF(AddVideoObject(&VObjectDesc,&zNewFaceGearIMP[iCounter2].uiIndex));
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// LOAD RADIO
|
||||
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
||||
FilenameForBPP("INTERFACE\\radio.sti", VObjectDesc.ImageFile);
|
||||
|
||||
@@ -140,7 +140,7 @@ void InitArmyGunTypes(void)
|
||||
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"InitArmyGunTypes mark weapons as not dropped");
|
||||
// set all flags that track whether this weapon type has been dropped before to FALSE
|
||||
for (ubWeapon = 0; ubWeapon < MAXITEMS; ubWeapon++)
|
||||
for (ubWeapon = 0; ubWeapon < MAXITEMS; ++ubWeapon)
|
||||
{
|
||||
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("InitArmyGunTypes marking weapons %d", ubWeapon));
|
||||
gStrategicStatus.fWeaponDroppedAlready[ubWeapon] = FALSE;
|
||||
@@ -2627,7 +2627,7 @@ else
|
||||
if (gGameExternalOptions.ubEnemiesItemDrop == 0)
|
||||
{
|
||||
// if it's a weapon (monster parts included - they won't drop due to checks elsewhere!)
|
||||
if ((usItem > NONE) && (usItem < MAXITEMS )) // Madd -- this should be ok set to maxitems instead of max_Weapons
|
||||
if ( (usItem > NONE) && (usItem < gMAXITEMS_READ) ) // Madd -- this should be ok set to maxitems instead of max_Weapons
|
||||
{
|
||||
// and we're allowed to change its flags
|
||||
if(! (pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE ))
|
||||
|
||||
@@ -1674,6 +1674,9 @@ typedef enum
|
||||
MAXITEMS = 16001
|
||||
} ITEMDEFINE;
|
||||
|
||||
// Flugente: in order not to loop over MAXITEMS items if we only have a few thousand, remember the actual number of items in the xml
|
||||
extern UINT32 gMAXITEMS_READ;
|
||||
|
||||
/* CHRISL: Arrays to track ic group information. These allow us to determine which LBE slots control which pockets and
|
||||
what LBE class the pockets are.*/
|
||||
// { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54}
|
||||
|
||||
+320
-218
File diff suppressed because it is too large
Load Diff
@@ -92,7 +92,7 @@ void InitRandomMercs()
|
||||
// HLT DEX AGI STR WIS MRK LDR MEC EXP MED
|
||||
|
||||
//populate random gear list
|
||||
for (int i = 0;i < MAXITEMS; i++)
|
||||
for ( int i = 0; i < gMAXITEMS_READ; ++i )
|
||||
{
|
||||
INVTYPE* item = &Item[i];
|
||||
|
||||
|
||||
@@ -1105,7 +1105,7 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
|
||||
{
|
||||
sGridNo2 = gMapInformation.sIsolatedGridNo;
|
||||
|
||||
for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter < gTacticalStatus.Team[ gbPlayerNum ].bLastID; uiCounter++ )
|
||||
for( uiCounter = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; uiCounter < gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCounter )
|
||||
{
|
||||
pSoldier = MercPtrs[ uiCounter ];
|
||||
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLife > 0 && pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ )
|
||||
@@ -1122,12 +1122,11 @@ void HandleAllReachAbleItemsInTheSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
|
||||
{
|
||||
sGridNo2 = NOWHERE;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
GlobalItemsReachableTest( sGridNo, sGridNo2 );
|
||||
|
||||
for( uiCounter = 0; uiCounter < guiNumWorldItems; uiCounter++ )
|
||||
for( uiCounter = 0; uiCounter < guiNumWorldItems; ++uiCounter )
|
||||
{
|
||||
// reset reachablity
|
||||
fReachable = FALSE;
|
||||
|
||||
@@ -3457,10 +3457,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
if(CHEATER_CHEAT_LEVEL())
|
||||
{
|
||||
for(UINT16 i=FIRST_WEAPON; i<MAXITEMS; i++)
|
||||
for ( UINT16 i = FIRST_WEAPON; i<gMAXITEMS_READ; ++i )
|
||||
{
|
||||
if(i == 1580 || Item[i].ubWeight == 0 && !(i == 257 || i == 1006 || i == 1026 || i == 1183))//dnl!!! items 257, 1006, 1026, 1183 had weight 0 which need to be changed in xml
|
||||
continue;
|
||||
|
||||
CreateItem(i, 100, &gTempObject);
|
||||
AddItemToPool(usMapPos, &gTempObject, VISIBLE , 0, WORLD_ITEM_REACHABLE, 0);
|
||||
}
|
||||
@@ -4904,7 +4905,6 @@ void CycleSelectedMercsItem()
|
||||
pSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, pSoldier->inv[HANDPOS].usItem );
|
||||
|
||||
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8039,11 +8039,8 @@ void HandleTacticalAmmoCrates( UINT8 magType )
|
||||
|
||||
//we have a valid, ammo item. Look through Items.xml and see if we have an ammo crate for
|
||||
// this ammo type
|
||||
for(int iLoop = 0; iLoop < MAXITEMS; iLoop++)
|
||||
for ( int iLoop = 0; iLoop < gMAXITEMS_READ; ++iLoop )
|
||||
{
|
||||
if (Item[iLoop].usItemClass == 0)
|
||||
break; //no more valid items after this point
|
||||
|
||||
//if ammo crate && calibers match && Ammo Types match
|
||||
if(Item[iLoop].usItemClass == IC_AMMO && Magazine[Item[iLoop].ubClassIndex].ubMagType == magType && Magazine[Item[iLoop].ubClassIndex].ubCalibre == Magazine[Item[worldItem].ubClassIndex].ubCalibre && Magazine[Item[iLoop].ubClassIndex].ubAmmoType == Magazine[Item[worldItem].ubClassIndex].ubAmmoType)
|
||||
{
|
||||
@@ -8056,7 +8053,7 @@ void HandleTacticalAmmoCrates( UINT8 magType )
|
||||
if(crateItem != 0)
|
||||
{
|
||||
//look through world items first
|
||||
for(unsigned int loop=0; loop < guiNumWorldItems; loop++)
|
||||
for(unsigned int loop=0; loop < guiNumWorldItems; ++loop)
|
||||
{
|
||||
if(gWorldItems[loop].object.usItem == crateItem)
|
||||
{
|
||||
@@ -8121,7 +8118,7 @@ void HandleTacticalAmmoCrates( UINT8 magType )
|
||||
|
||||
//MM: loop through ammo multiple times, as boxes and crates may take a few passes to fill
|
||||
ammoPresent = false;
|
||||
for(unsigned int wItem = 0; wItem < guiNumWorldItems; wItem++)
|
||||
for(unsigned int wItem = 0; wItem < guiNumWorldItems; ++wItem)
|
||||
{
|
||||
if(Item[gWorldItems[wItem].object.usItem].usItemClass == IC_AMMO && gWorldItems[wItem].bVisible == TRUE && gWorldItems[wItem].fExists && (gWorldItems[wItem].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[wItem].usFlags & WORLD_ITEM_ARMED_BOMB))
|
||||
{
|
||||
@@ -8142,7 +8139,7 @@ void HandleTacticalAmmoCrates( UINT8 magType )
|
||||
|
||||
void HandleTacticalInventoryMenu( void )
|
||||
{
|
||||
for( INT32 cnt = 0; cnt < TACTICAL_INVENTORY_DIALOG_NUM; cnt++)
|
||||
for( INT32 cnt = 0; cnt < TACTICAL_INVENTORY_DIALOG_NUM; ++cnt)
|
||||
{
|
||||
wcscpy( gzUserDefinedButton[cnt], szTacticalInventoryDialogString[cnt+1] );
|
||||
gzUserDefinedButtonColor[cnt] = 0;
|
||||
@@ -8218,7 +8215,7 @@ void TacticalInventoryMessageBoxCallBack( UINT8 ubExitValue )
|
||||
|
||||
void HandleTacticalCoverMenu( void )
|
||||
{
|
||||
for( INT32 cnt = 0; cnt < TACTICAL_COVER_DIALOG_NUM; cnt++)
|
||||
for( INT32 cnt = 0; cnt < TACTICAL_COVER_DIALOG_NUM; ++cnt)
|
||||
{
|
||||
wcscpy( gzUserDefinedButton[cnt], szTacticalCoverDialogString[cnt+1] );
|
||||
gzUserDefinedButtonColor[cnt] = 0;
|
||||
@@ -8363,7 +8360,7 @@ void HandleTacticalTransformItem( void )
|
||||
BOOLEAN FindTransformation( UINT16 usItem, TransformInfoStruct **pTransformation )
|
||||
{
|
||||
// find transformation
|
||||
for (INT32 x = 0; x < MAXITEMS; x++)
|
||||
for ( INT32 x = 0; x < gMAXITEMS_READ; ++x )
|
||||
{
|
||||
if ( Transform[x].usItem == (UINT16)-1 )
|
||||
{
|
||||
@@ -8389,7 +8386,7 @@ void HandleTacticalMoveItems( void )
|
||||
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
|
||||
{
|
||||
|
||||
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ ) //for all items in sector
|
||||
for ( UINT32 uiLoop = 0; uiLoop < guiNumWorldItems; ++uiLoop ) //for all items in sector
|
||||
{
|
||||
if ( (gWorldItems[ uiLoop ].bVisible == TRUE) && (gWorldItems[ uiLoop ].fExists) && (gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_REACHABLE) && !(gWorldItems[ uiLoop ].usFlags & WORLD_ITEM_ARMED_BOMB) && (gWorldItems[ uiLoop ].sGridNo != pSoldier->sGridNo) )//item exists and is reachable and is not already on soldiers tile
|
||||
{
|
||||
|
||||
@@ -816,7 +816,7 @@ BOOLEAN WriteWeaponStats()
|
||||
UINT32 cnt;
|
||||
|
||||
FilePrintf(hFile,"<WEAPONLIST>\r\n");
|
||||
for(cnt = 0;cnt < MAXITEMS;cnt++)
|
||||
for(cnt = 0;cnt < MAXITEMS; ++cnt)
|
||||
{
|
||||
CHAR8 * szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user