Merged from revision: 7262

Fixes (by anv)
- fix: comparison feature would sometimes show comparison with empty sector inventory slots,
- fix: enemy taunts aimed at NOBODY could cause out of range,
- fix: list of boxers fought per day is properly reset when fight club reopens,
- fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses),
- fix: boxing opponents won't try to call reinforcements any more.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-06-03 18:42:29 +00:00
parent 89deae89b2
commit 5d5e02f207
14 changed files with 95 additions and 71 deletions
+6 -4
View File
@@ -6979,11 +6979,12 @@ void RenderItemDescriptionBox( )
{
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
{
OBJECTTYPE *gpComparedItemDescObject;
OBJECTTYPE *gpComparedItemDescObject = NULL;
BOOLEAN fComparisonMode = FALSE;
if( _KeyDown( CTRL ) && gfCheckForCursorOverMapSectorInventoryItem )
{
gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
if( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object.usItem )
gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
if( gpComparedItemDescObject != NULL )
{
if( Item[ gpComparedItemDescObject->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER|IC_THROWING_KNIFE|IC_BLADE|IC_PUNCH) )
@@ -7445,11 +7446,12 @@ void RenderItemDescriptionBox( )
}
else
{
OBJECTTYPE *gpComparedItemDescObject;
OBJECTTYPE *gpComparedItemDescObject = NULL;
BOOLEAN fComparisonMode = FALSE;
if( _KeyDown( CTRL ) && gfCheckForCursorOverMapSectorInventoryItem )
{
gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
if( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object.usItem )
gpComparedItemDescObject = &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCurrentlyHighLightedItem].object;// = pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object;
if( gpComparedItemDescObject != NULL )
{
if( Item[ gpComparedItemDescObject->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER|IC_THROWING_KNIFE|IC_BLADE|IC_PUNCH) )