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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- Fix: Get Item assignement: if no valid gridno is found, let the game find one upon loading the sector instead of risking a wrong gridno assignment
- Fix: When dropping an item in strategic inventory, height values are not set - Fix: When looking for a valid gridno to drop items t via strategic inventory, WORLD_ITEM_REACHABLE is not reliable, as updated map topology trumps this. Instead rely upon finding a valid gridno once the sector is entered. - Fix: when searching for a new item dropoff gridno, search for new height too - Fix: if items are spawned mid-air, the player cannot retrieve them git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8136 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+11
-10
@@ -7197,14 +7197,7 @@ void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ )
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CHAR16 wSectorName[ 64 ];
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GetShortSectorString( sMapX, sMapY, wSectorName );
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// if we don't have a valid spot to drop gear at, don't do so - better than having tons of items unreachable
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if ( TileIsOutOfBounds( sDropOffGridNo ) )
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{
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ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, pMapErrorString[50], wSectorName );
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return;
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}
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std::vector<WORLDITEM> pWorldItem_Target;//dnl ch75 271013
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// now loop over all sectors from which we take stuff, and move the equipment
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@@ -7333,14 +7326,22 @@ void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ )
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// move
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if( ( gWorldSectorX == sMapX )&&( gWorldSectorY == sMapY ) && (gbWorldSectorZ == bZ ) )
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{
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UINT16 flags = (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE);
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if ( TileIsOutOfBounds( sDropOffGridNo ) )
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flags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
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for (UINT16 i = 0; i < moveobjectcounter; ++i )
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{
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AddItemToPool( sDropOffGridNo, &(pObjectToMove[i]), 1 , 0, (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO|WORLD_ITEM_REACHABLE), -1 );
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AddItemToPool( sDropOffGridNo, &(pObjectToMove[i]), 1, 0, flags, -1 );
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}
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}
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else
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{
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AddItemsToUnLoadedSector( sMapX, sMapY, bZ, sDropOffGridNo, moveobjectcounter, pObjectToMove, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE );
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UINT16 flags = WORLD_ITEM_REACHABLE;
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if ( TileIsOutOfBounds( sDropOffGridNo ) )
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flags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
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AddItemsToUnLoadedSector( sMapX, sMapY, bZ, sDropOffGridNo, moveobjectcounter, pObjectToMove, 0, flags, 0, 1, FALSE );
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}
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if ( pObjectToMove )
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@@ -1599,6 +1599,12 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
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if ( PlaceObjectInInventoryStash( &( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object ), gpItemPointer,
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( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter, iCurrentlyPickedUpItem ) )
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{
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INT8 bRenderZHeightAboveLevel = 0;
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//CHRISL: Make sure we put the item at the same level as the merc
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if ( gpItemPointerSoldier->exists( ) )
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pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT) + iCounter].ubLevel = gpItemPointerSoldier->pathing.bLevel;
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// HEADROCK HAM 5: A LOT of functions rely on these flags being set. So set them!!
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pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT)+iCounter].bVisible = TRUE;
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pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT)+iCounter].fExists = TRUE;
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@@ -1612,47 +1618,48 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
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// set a grid no for item from mercs with invalid grid no in sector inventory, e.g. merc arriving in sector with a different tactical map loaded
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if(!GridNoOnVisibleWorldTile(sObjectSourceGridNo))
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{
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// use the grid no of the first visible, reachable item
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for(UINT32 i = 0; i < pInventoryPoolList.size(); i++ )
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pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT) + iCounter].ubLevel = 0;
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// if this is the current sector, use the center gridno, otherwise look for other items to get a good position
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if ( (sSelMapX == gWorldSectorX) && (gWorldSectorY == sSelMapY) && (gbWorldSectorZ == iCurrentMapSectorZ) )
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sObjectSourceGridNo = gMapInformation.sCenterGridNo;
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// Flugente 2016-04-09: (pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE) does not guarantee that an item is reachable.
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// For example, a previously reachable item might now be inside a locked house. This would result in all items to be dropped inside that house!
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// It is better so simply leave sObjectSourceGridNo at NOWHERE. This will cause WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT to be set, which in turn causes
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// a reassignment to the (by then correct) gMapInformation.sCenterGridNo in LoadAndAddWorldItemsFromTempFile(...)
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/*if ( !GridNoOnVisibleWorldTile( sObjectSourceGridNo ) )
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{
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if( pInventoryPoolList[i].bVisible == 1 && pInventoryPoolList[i].fExists == TRUE && pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE )
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// use the grid no of the first visible, reachable item
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for(UINT32 i = 0; i < pInventoryPoolList.size(); ++i )
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{
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sObjectSourceGridNo = pInventoryPoolList[i].sGridNo;
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break;
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if( pInventoryPoolList[i].bVisible == 1 && pInventoryPoolList[i].fExists == TRUE && pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE )
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{
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sObjectSourceGridNo = pInventoryPoolList[i].sGridNo;
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bRenderZHeightAboveLevel = pInventoryPoolList[i].bRenderZHeightAboveLevel;
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break;
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}
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}
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// empty sector to use the center grid no of the loaded tactical sector, hope that it's accessible
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if(!GridNoOnVisibleWorldTile(sObjectSourceGridNo))
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sObjectSourceGridNo = gMapInformation.sCenterGridNo;
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}
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}
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//CHRISL: Make sure we put the item at the same level as the merc
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if(gpItemPointerSoldier->exists() == true)
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pInventoryPoolList[(iCurrentInventoryPoolPage*MAP_INVENTORY_POOL_SLOT_COUNT)+iCounter].ubLevel = gpItemPointerSoldier->pathing.bLevel;
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}*/
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}
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// set as reachable and set gridno
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pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags |= WORLD_ITEM_REACHABLE;
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// nothing here before, then place here
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if( iOldNumberOfObjects == 0 )
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{
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pInventoryPoolList[(iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT) + iCounter].sGridNo = sObjectSourceGridNo;
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pInventoryPoolList[(iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT) + iCounter].bRenderZHeightAboveLevel = bRenderZHeightAboveLevel;
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// if loaded sector, grab grid no of dropping soldier
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//if( ( sSelMapX == gWorldSectorX )&&( gWorldSectorY == sSelMapY ) &&(gbWorldSectorZ == iCurrentMapSectorZ ) )
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//{
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// nothing here before, then place here
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if( iOldNumberOfObjects == 0 )
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if(TileIsOutOfBounds(sObjectSourceGridNo))
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{
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if(TileIsOutOfBounds(sObjectSourceGridNo))
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{
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pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
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pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].sGridNo = sObjectSourceGridNo;
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}
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else
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{
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pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].sGridNo = sObjectSourceGridNo;
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}
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//if( sObjectSourseSoldierID != -1 )
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// pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].soldierID = sObjectSourseSoldierID;
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pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
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}
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//}
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//if( sObjectSourseSoldierID != -1 )
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// pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].soldierID = sObjectSourseSoldierID;
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}
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// Check if it's the same now!
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if ( gpItemPointer->exists() == false )
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@@ -3230,7 +3230,8 @@ BOOLEAN LookForHiddenItems( INT32 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, IN
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return( fFound );
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}
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// Flugente 2016-04-09: this function seems dubious. The only difference from GetLargestZLevelOfItemPool is that this guarantees 0 if there is a structure.
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// That doesn't make any sense, so I'm replacing all calls of this
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INT8 GetZLevelOfItemPoolGivenStructure( INT32 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure )
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{
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ITEM_POOL *pItemPool;
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@@ -790,7 +790,7 @@ void RenderTopmostTacticalInterface( )
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sActionGridNo = sIntTileGridNo;
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}
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bZLevel = GetZLevelOfItemPoolGivenStructure( sActionGridNo, pSoldier->pathing.bLevel, pStructure );
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bZLevel = GetLargestZLevelOfItemPool( pItemPool );
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if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
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{
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@@ -798,49 +798,47 @@ void RenderTopmostTacticalInterface( )
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// ATE: If over items, remove locator....
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RemoveFlashItemSlot( pItemPool );
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}
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}
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else
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{
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INT8 bCheckLevel;
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// ATE: Allow to see list if a different level....
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if ( pSoldier->pathing.bLevel == 0 )
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{
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bCheckLevel = 1;
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}
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else
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{
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bCheckLevel = 0;
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}
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// Check if we are over an item pool
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if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, bCheckLevel ) )
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else
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{
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STRUCTURE *pStructure = NULL;
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INT32 sIntTileGridNo;
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INT8 bZLevel = 0;
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INT32 sActionGridNo = usMapPos;
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INT8 bCheckLevel;
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// Get interactive tile...
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if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
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// ATE: Allow to see list if a different level....
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if ( pSoldier->pathing.bLevel == 0 )
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{
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sActionGridNo = sIntTileGridNo;
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bCheckLevel = 1;
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}
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else
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{
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bCheckLevel = 0;
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}
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bZLevel = GetZLevelOfItemPoolGivenStructure( sActionGridNo, bCheckLevel, pStructure );
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if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
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// Check if we are over an item pool
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if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, bCheckLevel ) )
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{
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DrawItemPoolList( pItemPool, gfUIOverItemPoolGridNo , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, gusMouseYPos );
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STRUCTURE *pStructure = NULL;
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INT32 sIntTileGridNo;
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INT8 bZLevel = 0;
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INT32 sActionGridNo = usMapPos;
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// ATE: If over items, remove locator....
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RemoveFlashItemSlot( pItemPool );
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// Get interactive tile...
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if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
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{
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sActionGridNo = sIntTileGridNo;
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}
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bZLevel = GetLargestZLevelOfItemPool( pItemPool );
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if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
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{
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DrawItemPoolList( pItemPool, gfUIOverItemPoolGridNo , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, gusMouseYPos );
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// ATE: If over items, remove locator....
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RemoveFlashItemSlot( pItemPool );
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}
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}
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}
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}
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}
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}
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}
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@@ -854,9 +852,9 @@ void RenderTopmostTacticalInterface( )
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}
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// Check if we should render item selection window
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if ( gCurrentUIMode == OPENDOOR_MENU_MODE )
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if ( gCurrentUIMode == OPENDOOR_MENU_MODE )
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{
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RenderOpenDoorMenu( );
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RenderOpenDoorMenu( );
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}
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if ( gfInTalkPanel )
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@@ -887,8 +885,7 @@ void RenderTopmostTacticalInterface( )
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{
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RemoveMouseRegionForPauseOfClock( );
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}
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if ( !(guiTacticalInterfaceFlags & INTERFACE_NORENDERBUTTONS ) )
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{
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// If we want to rederaw whole screen, dirty all buttons!
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@@ -896,13 +893,12 @@ void RenderTopmostTacticalInterface( )
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{
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MarkButtonsDirty( );
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}
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RenderButtons( );
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RenderPausedGameBox( );
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}
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// mark all pop ups as dirty
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// mark all pop ups as dirty
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MarkAllBoxesAsAltered( );
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HandleShowingOfTacticalInterfaceFastHelpText( );
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@@ -1563,6 +1563,9 @@ BOOLEAN LoadAndAddWorldItemsFromTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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if( pWorldItems[cnt].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT )
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{
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pWorldItems[cnt].sGridNo = gMapInformation.sCenterGridNo;
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// if we move the item, recalculate the height
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pWorldItems[cnt].bRenderZHeightAboveLevel = -1;
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}
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//add the item to the world
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@@ -5549,9 +5549,7 @@ void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent )
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}
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else if ( UIOkForItemPickup( pSoldier, sActionGridNo ) )
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{
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INT8 bZLevel;
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bZLevel = GetZLevelOfItemPoolGivenStructure( sActionGridNo, pSoldier->pathing.bLevel, pStructure );
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INT8 bZLevel = GetLargestZLevelOfItemPool( pItemPool );
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SoldierPickupItem( pSoldier, pItemPool->iItemIndex, sActionGridNo, bZLevel );
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@@ -528,8 +528,8 @@ void HandleOverheadMap( )
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{
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sActionGridNo = sIntTileGridNo;
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}
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bZLevel = GetZLevelOfItemPoolGivenStructure( sActionGridNo, 0, pStructure );
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bZLevel = GetLargestZLevelOfItemPool( pItemPool );
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if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
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{
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