diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 36110547a..14b58df0a 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -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; diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index ddb4f4ee3..0f9641f25 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -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 ); } } diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 112166358..92ce1e875 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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;