bug fixes from Overhaul:

- Disappearing corpses (and possibly items) when cursor hovers over a square on the rooftop; also fixes a "write to freed memory" heap check
- Fixed improper printf field in a debug message 

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@870 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2007-05-08 22:44:08 +00:00
parent 8e80a6168a
commit 61d6152ce5
14 changed files with 41 additions and 40 deletions
+1 -1
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@@ -2146,7 +2146,7 @@ INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCos
else
{
#ifdef JA2TESTVERSION
ScreenMsg( MSG_FONT_YELLOW, MSG_DEBUG, L"MinAPsToThrow - Called when in-hand item is %s", usInHand );
ScreenMsg( MSG_FONT_YELLOW, MSG_DEBUG, L"MinAPsToThrow - Called when in-hand item is %d", usInHand );
#endif
return(0);
}
+9 -8
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@@ -186,13 +186,14 @@ CHAR8 zNoBloodCorpseFilenames[ NUM_CORPSES ][70] =
UINT8 gb4DirectionsFrom8[8] =
{
7, // NORTH
// 7, // NORTH
0,
0, // NE
0, // E
1, // E
0, // SE
1, // S
2, // S
0, // SW,
2, // W,
3, // W,
0 // NW
};
@@ -419,10 +420,10 @@ UINT16 GetCorpseStructIndex( ROTTING_CORPSE_DEFINITION *pCorpseDef, BOOLEAN fFor
// OK , these have 4 directions....
bDirection = gb4DirectionsFrom8[ pCorpseDef->bDirection ];
if ( fForImage )
{
bDirection = gOneCDirection[ bDirection ];
}
// if ( fForImage )
// {
// bDirection = gOneCDirection[ bDirection ];
// }
break;
default:
+1 -1
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@@ -2485,7 +2485,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// ATE: Here, reduce again if creaturequeen tentical attack...
if ( pSoldier->usAnimState == QUEEN_SWIPE )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count for end of queen swipe" ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count for end of queen swipe\n" ) );
ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
}
break;
+1 -1
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@@ -1512,7 +1512,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
UINT16 usItemNum;
BOOLEAN fBuckshot;
UINT8 ubVolume;
INT8 zBurstString[50];
INT8 zBurstString[512];
UINT8 ubDirection;
INT16 sNewGridNo;
UINT8 ubMerc;
+1 -1
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@@ -1561,7 +1561,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
{
// if neither side is neutral AND
// if this soldier is an opponent (fights for different side)
if (!CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide))
if (pSoldier->bActive && pOpponent->bActive && !CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide))
{
RemoveOneOpponent(pSoldier);
}