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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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@@ -464,7 +464,7 @@ BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( )
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{
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EXITGRID ExitGrid;
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gfLoadingExitGrids = TRUE;
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ExitGrid.usGridNo = pMap->usSubImageIndex;
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ExitGrid.usGridNo = (UINT32)pMap->usHiExitGridNo << 16 | pMap->usSubImageIndex;//dnl ch86 260214 was ExitGrid.usGridNo = pMap->usSubImageIndex;
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ExitGrid.ubGotoSectorX = (UINT8) pMap->usImageType;
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ExitGrid.ubGotoSectorY = (UINT8) ( pMap->usImageType >> 8 ) ;
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ExitGrid.ubGotoSectorZ = pMap->ubExtra;
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@@ -1130,6 +1130,7 @@ void AddExitGridToMapTempFile( INT32 usGridNo, EXITGRID *pExitGrid, INT16 sSecto
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Map.usImageType = pExitGrid->ubGotoSectorX | ( pExitGrid->ubGotoSectorY << 8 );
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Map.usSubImageIndex = pExitGrid->usGridNo;
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Map.usHiExitGridNo = pExitGrid->usGridNo >> 16;//dnl ch86 260214
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Map.ubExtra = pExitGrid->ubGotoSectorZ;
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Map.ubType = SLM_EXIT_GRIDS;
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