From 5f80ad78d7315ce53ce6bff18be6bc309c27c856 Mon Sep 17 00:00:00 2001 From: silversurfer Date: Sun, 12 Oct 2014 11:35:53 +0000 Subject: [PATCH] Fix (by Ocular): Reusing the pInventoryPoolList vector lead to incorrect flags on items that were placed in slots that previously had an action item in them. This fix resets the flags for these slots to 0 when the list is updated. http://www.ja-galaxy-forum.com/ubbthreads.php/topics/336486/[PATCH]_Fix_invalid_slots_in_m#Post336486 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7552 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Strategic/Map Screen Interface Map Inventory.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Strategic/Map Screen Interface Map Inventory.cpp b/Strategic/Map Screen Interface Map Inventory.cpp index 10f6432f..5c2649b6 100644 --- a/Strategic/Map Screen Interface Map Inventory.cpp +++ b/Strategic/Map Screen Interface Map Inventory.cpp @@ -2193,6 +2193,7 @@ void BuildStashForSelectedSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ ) uiNumberOfUnSeenItems++; } pipl->fExists = FALSE; + pipl->usFlags = 0; pipl->object.usItem = NONE; pipl->object.ubNumberOfObjects = 0; } @@ -2204,6 +2205,7 @@ void BuildStashForSelectedSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ ) for(i=uiNumberOfSeenItems; ifExists = FALSE; + pipl->usFlags = 0; pipl->object.usItem = NONE; pipl->object.ubNumberOfObjects = 0; }