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Fixes (by Moa)
-SGP debugging now works again (corrected some typos and one missing include). -Memmory debugging works again (wrong types corrected) -Laptop screen heigth macro and all references is now usable. (was 'C: y + A' 'D: B - C' which translates to 'D: B - y + A' instead of 'D: B - y - A') -Laptop screens do not need to rerender as often then before as the laptop screen width/heigth macros works now and invalidating screen will do the trick -> almost no render calls neccessary. -MercProfile.ubMiscFlag was used instead of .ubMiscFlag2 -> enter sector action schedule for soldiers which dont need to be insertered is now canceled as intended git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6509 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2138,7 +2138,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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// CHECK IF THIS TILE IS A GOOD ONE!
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if ( !HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usNewGridNo, pSoldier->pathing.sFinalDestination ) )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "HandleGotoNewGridNo() Failed: Tile %d Was blocked", sNewGridNo ) );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "HandleGotoNewGridNo() Failed: Tile %d Was blocked", usNewGridNo ) );
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// ATE: If our own guy and an initial move.. display message
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//if ( fInitialMove && pSoldier->bTeam == gbPlayerNum )
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