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Brief: //dnl ch86
- Fixing mapeditor move building and improving some related mapeditor stuff. Details: - Change the way exit grids are add, remove, save and load through editor, also add undo option for exit grids and you can place unlimited number of them. - Fix incorrect gridno save in temporary map file for bigmap exit grids. - Increase maximum number of light sprite from 256 to 4096 per map. - Using DEL key for QuickEraseMapTile will now erase ItemPool too, and with improved function DeleteStuffFromMapTile will erase light sprites, exit grids and door locks. - Cliff hang tiles used for middle cliffs are now possible to erase with when erase button is on. - Add support for undo door locks, also you can now erase them if erase button is on. - Move building function is completely rewrite and will properly move exit grids, door locks, lights and items too. - Removing unnecessary tiles during copy building is improved too. - Fix undo function for light sprites which now will also store all three types and undo them properly. - Fix CTD situation if tile elements are deleted and after that items too, then undo will crash mapeditor. - Fix spawning of item pool cursors during when adding items. - Fix text glitches over door locks form. - Fix sticky tooltip when loadsave screen or door locks form is active. - High ground marking cursors will not be drawn in invisible map tiles anymore to increase speed and maybe fix some render problems but I doubt it. - Move GLOCK_17_ForUseWithLOS item generation from init.cpp to los.cpp to avoid potential problems if global world items array not set. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7004 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1036,7 +1036,7 @@ void ProcessEditorRendering()
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if( gfSummaryWindowActive )
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RenderSummaryWindow();
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else if( !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() )
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else if( !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() && !gfEditingDoor )//dnl ch86 220214
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RenderMercStrings();
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if( gfEditingDoor )
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@@ -1046,7 +1046,7 @@ void ProcessEditorRendering()
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RenderAllTextFields();
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RenderEditorInfo();
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if( !gfSummaryWindowActive && !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() )
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if( !gfSummaryWindowActive && !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() && !gfEditingDoor )//dnl ch86 220214
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{
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if( gpItem && gsItemGridNo != -1 )
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RenderSelectedItemBlownUp();
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@@ -1064,7 +1064,7 @@ void ProcessEditorRendering()
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//It is set to false when before we save the buffer, so the buttons don't get
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//rendered with hilites, in case the mouse is over one.
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gfRenderHilights = TRUE;
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if(!gfSummaryWindowActive && !gfScrollInertia)//dnl ch77 131113 //dnl ch78 271113
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if(!gfSummaryWindowActive && !gfScrollInertia && !gfEditingDoor)//dnl ch77 131113 //dnl ch78 271113 //dnl ch86 210214
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RenderButtonsFastHelp();
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}
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