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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
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+1
-1
@@ -2146,7 +2146,7 @@ INT16 MinAPsToThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCos
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else
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{
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#ifdef JA2TESTVERSION
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ScreenMsg( MSG_FONT_YELLOW, MSG_DEBUG, L"MinAPsToThrow - Called when in-hand item is %s", usInHand );
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ScreenMsg( MSG_FONT_YELLOW, MSG_DEBUG, L"MinAPsToThrow - Called when in-hand item is %d", usInHand );
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#endif
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return(0);
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}
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@@ -186,13 +186,14 @@ CHAR8 zNoBloodCorpseFilenames[ NUM_CORPSES ][70] =
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UINT8 gb4DirectionsFrom8[8] =
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{
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7, // NORTH
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// 7, // NORTH
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0,
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0, // NE
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0, // E
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1, // E
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0, // SE
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1, // S
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2, // S
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0, // SW,
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2, // W,
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3, // W,
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0 // NW
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};
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@@ -419,10 +420,10 @@ UINT16 GetCorpseStructIndex( ROTTING_CORPSE_DEFINITION *pCorpseDef, BOOLEAN fFor
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// OK , these have 4 directions....
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bDirection = gb4DirectionsFrom8[ pCorpseDef->bDirection ];
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if ( fForImage )
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{
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bDirection = gOneCDirection[ bDirection ];
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}
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// if ( fForImage )
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// {
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// bDirection = gOneCDirection[ bDirection ];
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// }
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break;
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default:
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@@ -2485,7 +2485,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// ATE: Here, reduce again if creaturequeen tentical attack...
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if ( pSoldier->usAnimState == QUEEN_SWIPE )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count for end of queen swipe" ) );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count for end of queen swipe\n" ) );
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ReduceAttackBusyCount( (UINT8) pSoldier->ubID, FALSE );
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}
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break;
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@@ -1512,7 +1512,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
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UINT16 usItemNum;
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BOOLEAN fBuckshot;
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UINT8 ubVolume;
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INT8 zBurstString[50];
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INT8 zBurstString[512];
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UINT8 ubDirection;
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INT16 sNewGridNo;
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UINT8 ubMerc;
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@@ -1561,7 +1561,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
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{
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// if neither side is neutral AND
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// if this soldier is an opponent (fights for different side)
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if (!CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide))
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if (pSoldier->bActive && pOpponent->bActive && !CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide))
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{
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RemoveOneOpponent(pSoldier);
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}
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