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bugfix:
- Placement cursor was shown valid (should not be valid), when it was inside the shade area near to the valid area. - Removed the "flicker" that sometimes appeared on the Tactical Placement screen. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@318 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -566,7 +566,7 @@ void RenderTacticalPlacementGUI()
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gTPClipRect.iTop = iOffsetVertical;
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// WANNE 2
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//gTPClipRect.iRight = iOffsetHorizontal + 640;
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gTPClipRect.iRight = iOffsetHorizontal + 635;
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gTPClipRect.iRight = iOffsetHorizontal + 634; // 635
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gTPClipRect.iBottom = iOffsetVertical + 320;
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switch( gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode )
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{
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@@ -719,19 +719,19 @@ void TacticalPlacementHandle()
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switch( gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH:
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if( gusMouseYPos <= (iOffsetVertical + 40) )
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if( gusMouseYPos <= (iOffsetVertical + 30) ) // 40
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gfValidCursor = TRUE;
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break;
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case INSERTION_CODE_EAST:
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if( gusMouseXPos >= (iOffsetHorizontal + 600) )
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if( gusMouseXPos >= (iOffsetHorizontal + 610) ) // 600
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gfValidCursor = TRUE;
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break;
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case INSERTION_CODE_SOUTH:
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if( gusMouseYPos >= (iOffsetVertical + 280) )
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if( gusMouseYPos >= (iOffsetVertical + 290) ) // 280
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gfValidCursor = TRUE;
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break;
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case INSERTION_CODE_WEST:
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if( gusMouseXPos <= (iOffsetHorizontal + 40) )
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if( gusMouseXPos <= (iOffsetHorizontal + 30) ) // 40
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gfValidCursor = TRUE;
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break;
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}
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