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Fixed item "beaming" bugs that allowed items to be grabbed from a sector your merc wasn't currently in.
Fixed the map editor so that "Nada" items don't appear in the item lists. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2088 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+45
-42
@@ -6234,65 +6234,68 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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if(bSelectedInfoChar != -1)
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ];
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if(!fShowMapInventoryPool)
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if(OK_CONTROLLABLE_MERC( pSoldier ))
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{
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fShowMapInventoryPool = TRUE;
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CreateDestroyMapInventoryPoolButtons( TRUE );
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}
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if(!fShowInventoryFlag)
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{
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fShowInventoryFlag = TRUE;
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}
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if( fCtrl )
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{
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//CHRISL: pickup all items to vehicle
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if ( UsingNewInventorySystem() == true && fShowInventoryFlag && fShowMapInventoryPool && !(gTacticalStatus.fEnemyInSector) && gGameExternalOptions.fVehicleInventory && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
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if(!fShowMapInventoryPool)
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{
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for(unsigned int i = 0; i<pInventoryPoolList.size(); i++)
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fShowMapInventoryPool = TRUE;
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CreateDestroyMapInventoryPoolButtons( TRUE );
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}
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if(!fShowInventoryFlag)
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{
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fShowInventoryFlag = TRUE;
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}
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if( fCtrl )
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{
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//CHRISL: pickup all items to vehicle
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if ( UsingNewInventorySystem() == true && fShowInventoryFlag && fShowMapInventoryPool && !(gTacticalStatus.fEnemyInSector) && gGameExternalOptions.fVehicleInventory && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
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{
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if(pInventoryPoolList[i].fExists == TRUE && (pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE))
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for(unsigned int i = 0; i<pInventoryPoolList.size(); i++)
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{
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for(int x = 0; x<NUM_INV_SLOTS; x++)
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if(pInventoryPoolList[i].fExists == TRUE && (pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE))
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{
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if(vehicleInv[x] == FALSE)
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continue;
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if(pSoldier->inv[x].exists() == true)
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for(int x = 0; x<NUM_INV_SLOTS; x++)
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{
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if(pSoldier->inv[x].usItem != pInventoryPoolList[i].object.usItem)
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if(vehicleInv[x] == FALSE)
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continue;
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if(pSoldier->inv[x].exists() == true)
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{
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if(pSoldier->inv[x].usItem != pInventoryPoolList[i].object.usItem)
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continue;
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else
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pInventoryPoolList[i].object.AddObjectsToStack(pSoldier->inv[x], -1, pSoldier, x);
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}
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else
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pInventoryPoolList[i].object.AddObjectsToStack(pSoldier->inv[x], -1, pSoldier, x);
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}
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else
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pInventoryPoolList[i].object.MoveThisObjectTo(pSoldier->inv[x], -1, pSoldier, x);
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if(pInventoryPoolList[i].object.ubNumberOfObjects < 0)
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{
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//RemoveItemFromWorld(i);
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break;
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pInventoryPoolList[i].object.MoveThisObjectTo(pSoldier->inv[x], -1, pSoldier, x);
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if(pInventoryPoolList[i].object.ubNumberOfObjects < 0)
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{
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//RemoveItemFromWorld(i);
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break;
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}
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}
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}
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fTeamPanelDirty = TRUE;
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fMapPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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fTeamPanelDirty = TRUE;
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fMapPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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}
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}
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else
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{
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//CHRISL: drop all items
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if ( bSelectedInfoChar != -1 && fShowInventoryFlag && fShowMapInventoryPool && !(gTacticalStatus.fEnemyInSector) )
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else
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{
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for(int i = BODYPOSFINAL; i<NUM_INV_SLOTS; i++)
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//CHRISL: drop all items
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if ( bSelectedInfoChar != -1 && fShowInventoryFlag && fShowMapInventoryPool && !(gTacticalStatus.fEnemyInSector) )
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{
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if(pSoldier->inv[i].exists() == true)
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for(int i = BODYPOSFINAL; i<NUM_INV_SLOTS; i++)
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{
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
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DeleteObj(&pSoldier->inv[i]);
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if(pSoldier->inv[i].exists() == true)
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{
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AutoPlaceObjectInInventoryStash(&pSoldier->inv[i], pSoldier->sGridNo);
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DeleteObj(&pSoldier->inv[i]);
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}
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fTeamPanelDirty = TRUE;
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fMapPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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fTeamPanelDirty = TRUE;
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fMapPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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}
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}
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