- bugfix: Ira invisible bug in rebel basement

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@652 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-12-31 12:06:35 +00:00
parent 6049d1dda5
commit 7a1987665d
6 changed files with 37 additions and 8 deletions
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+16 -1
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@@ -746,7 +746,7 @@ BOOLEAN DeInitAnimationSystem( )
if ( gAnimSurfaceDatabase[ cnt1 ].hVideoObject != NULL )
{
DeleteVideoObject( gAnimSurfaceDatabase[ cnt1 ].hVideoObject );
gAnimSurfaceDatabase[ cnt1 ].hVideoObject = NULL;
gAnimSurfaceDatabase[ cnt1 ].hVideoObject = NULL;
}
}
@@ -816,6 +816,12 @@ BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16
{
AuxObjectData *pAuxData;
if (usSurfaceIndex == 251)
{
int a = 10;
a++;
}
// Check for valid surface
CHECKF( usSurfaceIndex < NUMANIMATIONSURFACETYPES );
@@ -935,6 +941,13 @@ BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16
BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
{
if (usSurfaceIndex == 251)
{
int a = 10;
a++;
}
// Decrement usage flag, only if this soldier has it currently tagged
if ( gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ] > 0 )
{
@@ -960,6 +973,8 @@ BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount = 0;
}
// Check if count has reached zero and delet if so
if ( gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount == 0 )
+17 -4
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@@ -7536,12 +7536,25 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
pSoldier->wornSnowCamo = (INT8)newSnowCamo;
if ( (newCamo > oldCamo || newUrbanCamo > oldUrbanCamo || newDesertCamo > oldDesertCamo || newSnowCamo > oldSnowCamo )&& pSoldier->bTeam == OUR_TEAM )
{
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
// WANNE: Only call the method if oldCame != newCamo
if ( pSoldier->bInSector)
CreateSoldierPalettes( pSoldier );
}
else if ( (newCamo < oldCamo || newUrbanCamo < oldUrbanCamo || newDesertCamo < oldDesertCamo || newSnowCamo < oldSnowCamo )&& pSoldier->bTeam == OUR_TEAM )
{
// WANNE: Only call the method if oldCame != newCamo
if ( pSoldier->bInSector)
CreateSoldierPalettes( pSoldier );
}
// WANNE: IRA: Madd, I commented this, because this leads to IRAs INVISIBLE BUG!
// We should only call the CreateSoldierPalettes if oldCamo != newCamo. See above!
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
if ( pSoldier->bInSector)
CreateSoldierPalettes( pSoldier );
//if ( pSoldier->bInSector)
// CreateSoldierPalettes( pSoldier );
fInterfacePanelDirty = DIRTYLEVEL2;
}
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@@ -2254,6 +2254,7 @@ BOOLEAN EVENT_InitNewSoldierAnim( SOLDIERTYPE *pSoldier, UINT16 usNewState, UINT
HandleSight(pSoldier,SIGHT_LOOK);
}
}
// If our own guy...
if ( pSoldier->bTeam == gbPlayerNum )
{
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@@ -1792,7 +1792,6 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
pShadeTable = pSoldier->pEffectShades[ 1 ];
}
hVObject=gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject;
if ( hVObject == NULL )
+3 -2
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@@ -12,17 +12,18 @@
//#define JA2TESTVERSION
// Debug version of the editor!
// Remove comment to build the editor!
//#define JA2EDITOR
// Editor
// Remove comment to build the editor!
#ifdef _DEBUG
#ifndef JA2TESTVERSION
#define JA2TESTVERSION
#endif
#endif
// Remove comment to build the editor!
// Do combinations
#ifdef JA2TESTVERSION