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Fixed a CTD that occured when reloading a weapon from the sector inventory panel.
Fixed the sector inventory panel so that you could reload weapons that could be stacked. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2046 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-4
@@ -13,12 +13,12 @@
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#ifdef JA2EDITOR
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//MAP EDITOR BUILD VERSION
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.2039" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.20469" };
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#elif defined JA2BETAVERSION
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//BETA/TEST BUILD VERSION
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CHAR16 zVersionLabel[256] = { L"Debug v1.13.2039" };
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CHAR16 zVersionLabel[256] = { L"Debug v1.13.2046" };
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#elif defined CRIPPLED_VERSION
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@@ -28,11 +28,11 @@ CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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CHAR16 zVersionLabel[256] = { L"Release v1.13.2039" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.2046" };
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#endif
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CHAR8 czVersionNumber[16] = { "Build 08.04.17" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 08.04.18" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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@@ -833,7 +833,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
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fShowInventoryFlag = TRUE;
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MAPInternalInitItemDescriptionBox( &twItem->object, 0, 0 );
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}
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else if(gpItemPointer == NULL || gpItemPointer->usItem == twItem->object.usItem || ValidAttachment(gpItemPointer->usItem, twItem->object.usItem) == TRUE)
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else if(gpItemPointer == NULL || gpItemPointer->usItem == twItem->object.usItem || ValidAttachment(gpItemPointer->usItem, twItem->object.usItem) == TRUE || ValidAmmoType(twItem->object.usItem, gpItemPointer->usItem) == TRUE)
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{
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InitSectorStackPopup( twItem, iCounter, 0, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
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fTeamPanelDirty=TRUE;
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@@ -2850,6 +2850,11 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
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bAPs = 0;
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//CHRISL: If we enter here from the sector inventory panel, we won't have soldier info. So setup a blank soldier to
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// avoid a crash later in the code.
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if(pSoldier == NULL)
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pSoldier = new SOLDIERTYPE;
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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//CHRISL: Alter this so we treat clip fed weapons differently from weapons that load with loose rounds
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@@ -2926,6 +2931,12 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
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}
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}
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//CHRISL: We need to verify that the passed subObject actually exists. We could get passed an empty subObject if we
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// reload a stack of weapons from the stack popup. If this is the case, reset subObject to the last item in the
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// stack
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if(subObject >= pGun->ubNumberOfObjects)
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subObject = ammoObject = pGun->ubNumberOfObjects-1;
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//CHRISL: If reloading with a stack, we probably want the item with the most ammo still in it
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if (fReloadingWithStack)
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{
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@@ -66,7 +66,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="Winmm.lib"
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OutputFile="$(OutDir)\ja2_deb_en_2039.exe"
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OutputFile="$(OutDir)\ja2_deb_en_2046.exe"
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LinkIncremental="2"
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GenerateDebugInformation="true"
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SubSystem="2"
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@@ -145,7 +145,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="Winmm.lib"
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OutputFile="$(OutDir)\ja2_rel_en_2039.exe"
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OutputFile="$(OutDir)\ja2_rel_en_2046.exe"
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LinkIncremental="1"
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GenerateDebugInformation="true"
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GenerateMapFile="true"
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