From 5872d264f7a5809ee0a71e8f39972a5991dac0bc Mon Sep 17 00:00:00 2001 From: Wanne Date: Thu, 31 Oct 2013 09:04:11 +0000 Subject: [PATCH] Additional Mobile Militia improvements from Rev: 6544 (by Moa) - popup for training mobiles allowed training when above maximum git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6548 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Strategic/Assignments.cpp | 4 ++++ Strategic/MilitiaSquads.cpp | 3 +-- Tactical/Soldier Control.cpp | 4 ++-- 3 files changed, 7 insertions(+), 4 deletions(-) diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 306069fa..085d064b 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -15623,6 +15623,10 @@ BOOLEAN CanCharacterTrainMobileMilitiaWithErrorReport( SOLDIERTYPE *pSoldier ) return( FALSE ); } + if ( 100 <= GetMobileMilitiaQuota( TRUE ) ) + return ( FALSE ); + + /////////////////////////////// // Test for required Leadership diff --git a/Strategic/MilitiaSquads.cpp b/Strategic/MilitiaSquads.cpp index e8ce6f49..38c0d1fa 100644 --- a/Strategic/MilitiaSquads.cpp +++ b/Strategic/MilitiaSquads.cpp @@ -33,7 +33,6 @@ #include "MilitiaSquads.h" #include "Reinforcement.h" #include "Inventory Choosing.h" // added by Flugente for MoveOneMilitiaEquipmentSet() and MoveMilitiaEquipment() -#include "message.h" // added by Flugente for ScreenMsg() // Debug defines @@ -2377,7 +2376,7 @@ UINT8 GetMobileMilitiaQuota( BOOLEAN printMessage ) UINT8 iTownsUnderPlayerControl = 0, iCurrentProgress = 0, iMaxProgress = 0, iNumRebelsInPlayerTeam = 0; //temp values for sectors we gonna check - INT8 iCurrT_ID, test; + INT8 iCurrT_ID; UINT16 iStrategicMapID, iSectorInfoID; SECTORINFO *pSectorInfo; diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 2262fb00..afa45955 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -6890,11 +6890,11 @@ BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 fContinue = TRUE; } else - { #endif + { iDest = FindBestPath( this, sDestGridNo, this->pathing.bLevel, usMovementAnim, COPYROUTE, fFlags ); fContinue = (iDest != 0); -// } + } // Only if we can get a path here if ( fContinue )