- Fix: prisoner interrogation was stopped even though it shouldn't

- Fix: prison location was displayed wrong

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5721 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-09 16:14:24 +00:00
parent c3ac6a5d1f
commit 5335553158
3 changed files with 5 additions and 5 deletions
+1 -1
View File
@@ -5504,7 +5504,7 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
return;
// Are there any prisoners in this prison?
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ] );
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT32 numprisoners = pSectorInfo->uiNumberOfPrisonersOfWar;
+2 -2
View File
@@ -6703,7 +6703,7 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
pPrisonSectorInfo->uiNumberOfPrisonersOfWar += prisonerstobemoved;
CHAR16 wString[ 64 ];
GetShortSectorString( gWorldSectorX, gWorldSectorY, wString );
GetShortSectorString( (INT16)((uSectorID % MAP_WORLD_X) + 1), (INT16)((uSectorID / MAP_WORLD_X) + 2), wString );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_SENTTOSECTOR], wString );
}
}
@@ -6731,7 +6731,7 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
pPrisonSectorInfo->uiNumberOfPrisonersOfWar += prisonerstobemoved;
CHAR16 wString[ 64 ];
GetShortSectorString( gWorldSectorX, gWorldSectorY, wString );
GetShortSectorString( (INT16)(uSectorID % MAP_WORLD_X), (INT16)(uSectorID / MAP_WORLD_X), wString );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_SENTTOSECTOR], wString );
}
}
+2 -2
View File
@@ -15273,7 +15273,7 @@ void SOLDIERTYPE::Strip()
// can we process prisoners in this sector?
BOOLEAN SOLDIERTYPE::CanProcessPrisoners()
{
if ( !bInSector || stats.bLife < OKLIFE )
if ( stats.bLife < OKLIFE )
return FALSE;
// Is there a prison in this sector?
@@ -15298,7 +15298,7 @@ BOOLEAN SOLDIERTYPE::CanProcessPrisoners()
// Are there any prisoners in this prison?
if ( !this->bSectorZ )
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ] );
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( this->sSectorX, this->sSectorY ) ] );
if ( pSectorInfo->uiNumberOfPrisonersOfWar > 0 )
return TRUE;