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Turned on Abends so they appear rather then having the program simply CTD.
Setup a failsafe in the pathfinding system that will force an abend should the system fall into an infinite loop. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2194 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3081,12 +3081,13 @@ BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool )
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//if we know the level, we can avoid an if, and this function is called alot
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LEVELNODE *pObject = gpWorldLevelData[ sMapPos ].pStructHead;
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//ADB: let's not make 51200 calls to FileWrite ok?
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#ifdef JA2BETAVERSION
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if ( pObject )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("gpWorldLevelData, %d %d %d", pObject, sMapPos, (&gpWorldLevelData[25600-1]) + sizeof(MAP_ELEMENT) ) );
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}
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#endif
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//#ifdef JA2BETAVERSION
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// if ( pObject )
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// {
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// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("gpWorldLevelData, %d %d %d", pObject, sMapPos, (&gpWorldLevelData[25600-1]) + sizeof(MAP_ELEMENT) ) );
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// }
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//#endif
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(*ppItemPool) = NULL;
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// LOOP THORUGH OBJECT LAYER
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while( pObject != NULL )
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@@ -3105,8 +3106,6 @@ BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool )
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pObject = pObject->pNext;
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}
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(*ppItemPool) = NULL;
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return( FALSE );
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}
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