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Bugfixes (by Flugente)
- fixed a bug that caused wrong cursors to be dispalyed in NCTH - fixed an oversight that caused the scope mode toggle not to be working - corrected fortification cursor issues git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5345 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2158,12 +2158,16 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
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// check if we have a shovel in our second hand
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OBJECTTYPE* pShovelObj = &(pSoldier->inv[SECONDHANDPOS]);
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if ( !pShovelObj || !(pShovelObj->exists()) || !HasItemFlag(pSoldier->inv[ SECONDHANDPOS ].usItem, (SHOVEL)) )
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if ( pShovelObj && (pShovelObj->exists()) && HasItemFlag(pSoldier->inv[ SECONDHANDPOS ].usItem, (SHOVEL)) )
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{
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return( FORTIFICATION_RED_UICURSOR );
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INT8 bOverTerrainType = GetTerrainType( sGridNo );
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if( bOverTerrainType == FLAT_GROUND || bOverTerrainType == DIRT_ROAD || bOverTerrainType == LOW_GRASS )
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{
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return( FORTIFICATION_GREY_UICURSOR );
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}
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}
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else
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return( FORTIFICATION_RED_UICURSOR );
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return( FORTIFICATION_RED_UICURSOR );
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}
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if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (SHOVEL)) )
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@@ -2179,7 +2183,7 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
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}
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// can we build something here?
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if ( IsFortificationPossibleAtGridNo( sGridNo, NULL ) && pSoldier->pathing.bLevel == 0 )
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if ( IsFortificationPossibleAtGridNo( sGridNo ) )
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{
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return( FORTIFICATION_GREY_UICURSOR );
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}
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