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
This commit is contained in:
Wanne
2013-10-19 12:47:53 +00:00
parent 8e17fb3fd2
commit 73be285e09
18 changed files with 54 additions and 41 deletions
+1 -1
View File
@@ -82,7 +82,7 @@ void OutputDebugInfoForTurnBasedNextTileWaiting( SOLDIERTYPE * pSoldier )
if ( uiLoop > pSoldier->pathing.usPathIndex )
{
usTemp = NewGridNo( usTemp, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ uiLoop ] ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], sTemp ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(" Soldier path[%d]: %d == gridno %d", uiLoop, pSoldier->pathing.usPathingData[uiLoop], usTemp ) );
}
else if ( uiLoop == pSoldier->pathing.usPathIndex )
{