Changing MAX_NUMBER_PLAYER_MERCS midgame no longer renders savegames unloadable, as the teamsize is stored in the savegame anyway

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6294 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-08-19 23:27:50 +00:00
parent 4b0094902a
commit 74f52b3982
11 changed files with 29 additions and 17 deletions
+2 -2
View File
@@ -97,7 +97,7 @@ enum //GraphicIDs for the panel
//The start of the black space
#define TOP_Y 113
//The end of the black space
#define BOTTOM_Y (349+(gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs-18)*ROW_HEIGHT)
#define BOTTOM_Y (349+(OUR_TEAM_SIZE_NO_VEHICLE-18)*ROW_HEIGHT)
//#define BOTTOM_Y 349
//The internal height of the uninvolved panel
#define INTERNAL_HEIGHT 27
@@ -1235,7 +1235,7 @@ void RenderPreBattleInterface()
}
// WDS - make number of mercenaries, etc. be configurable
for( i = 0; i < (INT32)(/*21*/3+gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs - max( guiNumUninvolved, 1 )); i++ )
for( i = 0; i < (INT32)(/*21*/3+ OUR_TEAM_SIZE_NO_VEHICLE - max( guiNumUninvolved, 1 )); i++ )
{
y = TOP_Y + ROW_HEIGHT * i;
BltVideoObject( guiSAVEBUFFER, hVObject, TOP_COLUMN, 186 + xResOffset, y, VO_BLT_SRCTRANSPARENCY, NULL );