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FIX: loading BigMaps
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5592 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+13
-2
@@ -2477,12 +2477,23 @@ BOOLEAN StackedObjectData::Load( INT8** hBuffer, float dMajorMapVersion, UINT8 u
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{
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int size;
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// When saving maps with the new map editor that has weapon overheated feature included!
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if (dMajorMapVersion >= 7 && ubMinorMapVersion >= 28)
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if (dMajorMapVersion >= 7 && ubMinorMapVersion >= 30)
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{
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// Flugente: changed this, otherwise game would crash when reading WF maps if class ObjectData was different. this is a rough fix and by no means perfect
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LOADDATA(&(this->data), *hBuffer, sizeof(ObjectData) );
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}
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// When saving maps with the new map editor that has weapon overheated feature included!
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else if (dMajorMapVersion >= 7 && ubMinorMapVersion >= 28)
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{
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// Flugente 12-09-30: ok, this will look really odd, so I'll explain. We have to account for padding of structures. Before map version 30, ObjectData had size 32 due to padding.
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// Up to ubWireNetworkFlag the size is 28, then bDefuseFrequency adds size 1 - but due to padding, the size was 32. Now, upon adding sRepairThreshold, the size is still 32, as the padded 3 bytes
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// are now used. Due to this, we only have to reduce for the sizes of bDirtLevel and sObjectFlag, but not sRepairThreshold (sizeof(ObjectData) is now 40).
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// But of course, we now 'read' the values for sRepairThreshold, but there weren't any in older map versions, resulting in garbage values - we therefore set that manually to 100
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// Of course, once the ObjectData-Class is altered, this has to be altered as well!
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LOADDATA(&(this->data), *hBuffer, sizeof(ObjectData) - (sizeof(this->data.bDirtLevel) + sizeof(this->data.sObjectFlag) ) );
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this->data.sRepairThreshold = 100;
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}
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else
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{
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// WF Maps have old format
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