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Fixes (by Buggler)
- fixed autoplace object getting lost from merc inventory to sector when another sector shown (CTRL+LMB) - fixed LBE autoplace from merc inventory - fixed CTRL/CTRL+SHIFT behavior when autoplace from merc inv ** Autoplace objects to & from between merc inv & map sector should work proper now (even in another sector inventory) - fixed missing balance & amount during money withdrawal in vanilla classic git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5781 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+14
-15
@@ -6811,7 +6811,6 @@ void InitializeWorldSize(INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ)
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void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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InputAtom InputEvent;
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POINT MousePos;
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INT8 bSquadNumber;
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UINT8 ubGroupId = 0;
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BOOLEAN fCtrl, fAlt;
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@@ -9489,19 +9488,6 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
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return;
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}
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if ( _KeyDown(CTRL) )
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{
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//CleanUpStack( &( pSoldier->inv[ uiHandPos ] ), NULL );
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if( AutoPlaceObjectToWorld(pSoldier, &( pSoldier->inv[ uiHandPos ] ) ) )
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{
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//INVRenderINVPanelItem( pSoldier, uiHandPos, DIRTYLEVEL2); // redraw the empty slot
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fTeamPanelDirty = TRUE;
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RenderTeamRegionBackground();
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}
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}
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/* CHRISL: For New Inventory system. Are we removing an existing LBE item? If so, we need to pull
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all items in the relevant IC Group pockets out of the soldiers inventory and put them into the LBE items
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inventory. But first, find out if we already have a LBE item inventory for this item and this merc. If we
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@@ -9538,7 +9524,7 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
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HandleTacticalEffectsOfEquipmentChange( pSoldier, uiHandPos, usOldItemIndex, NOTHING );
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fInterfacePanelDirty = DIRTYLEVEL2;
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fInterfacePanelDirty = DIRTYLEVEL2;
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fCharacterInfoPanelDirty = TRUE;
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}
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else // item in cursor
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@@ -9851,6 +9837,19 @@ void MAPBeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
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numToMove = 1;
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}
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pSoldier->inv[ubHandPos].MoveThisObjectTo(gItemPointer, numToMove, pSoldier, ubHandPos);
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//Autoplace to map sector invectory
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if ( _KeyDown(CTRL) )
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{
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if( AutoPlaceObjectToWorld(pSoldier, &gItemPointer) )
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{
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//INVRenderINVPanelItem( pSoldier, uiHandPos, DIRTYLEVEL2); // redraw the empty slot
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fTeamPanelDirty = TRUE;
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RenderTeamRegionBackground();
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}
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return;
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}
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if ( gItemPointer.exists() == false )
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{
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