****************************************************************************

** Merged Source Code from Development trunk, for the Spring 2011 Release **
****************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here.
  New Features are only included in the Development trunk
o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-05-26 11:04:47 +00:00
parent c999420bb7
commit 6e2bdd557c
191 changed files with 17816 additions and 6106 deletions
+5 -4
View File
@@ -20,7 +20,7 @@ int gLastLBEUniqueID = 0;
extern UINT32 guiCurrentItemDescriptionScreen;
extern BOOLEAN fShowMapInventoryPool;
extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo );
//extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo );
bool IsSlotAnLBESlot(int slot)
{
@@ -205,7 +205,7 @@ BOOLEAN MoveItemsToActivePockets( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBES
//DBrot: changed to bitwise comparison
UINT32 newPack = LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeCombo;
UINT32 chkPack = LoadBearingEquipment[Item[pSoldier->inv[i].usItem].ubClassIndex].lbeCombo;
if(newPack == 0 || (newPack & chkPack == 0))
if(newPack == 0 || (newPack & chkPack) == 0)
continue;
}
if(CanItemFitInPosition(pSoldier, &(pSoldier->inv[LBESlots[x]]), i, FALSE))
@@ -227,7 +227,8 @@ BOOLEAN MoveItemsToActivePockets( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBES
{
if(pSoldier->inv[LBESlots[i]].exists() == false) // No item in pocket
continue;
if(guiCurrentItemDescriptionScreen == MAP_SCREEN && fShowMapInventoryPool)
AutoPlaceObjectToWorld(pSoldier, &pSoldier->inv[LBESlots[i]]);
/*if(guiCurrentItemDescriptionScreen == MAP_SCREEN && fShowMapInventoryPool)
{
AutoPlaceObjectInInventoryStash(&pSoldier->inv[LBESlots[i]], pSoldier->sGridNo);
}
@@ -235,7 +236,7 @@ BOOLEAN MoveItemsToActivePockets( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBES
{
AddItemToPool( pSoldier->sGridNo, &pSoldier->inv[LBESlots[i]], 1, pSoldier->pathing.bLevel, 0 , -1 );
NotifySoldiersToLookforItems( );
}
}*/
DeleteObj(&pSoldier->inv[LBESlots[i]]);
}