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Fix: items stacking with those that player cannot take from sector inventory when using CTRL+LMB from merc inventory (by Shadooow).
Fixed some warnings. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8983 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2681,13 +2681,14 @@ BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo, IN
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while(1)
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while(1)
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{
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{
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//if we run out of indecies before running out of items to place, make new indecies
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//if we run out of indices before running out of items to place, make new indices
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if(cnt == pInventoryPoolList.size())
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if(cnt == pInventoryPoolList.size())
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{
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{
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ResizeInventoryList();
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ResizeInventoryList();
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}
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}
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pInventorySlot = &pInventoryPoolList[cnt].object;
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pInventorySlot = &pInventoryPoolList[cnt].object;
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if(pInventorySlot->usItem == pItemPtr->usItem)
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if(pInventorySlot->usItem == pItemPtr->usItem && pInventoryPoolList[cnt].usFlags & WORLD_ITEM_REACHABLE)
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{
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{
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pInventorySlot->AddObjectsToStack(*pItemPtr);
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pInventorySlot->AddObjectsToStack(*pItemPtr);
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}
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}
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@@ -4993,7 +4994,7 @@ void SortSectorInventoryAmmo(bool useBoxes)
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// as possible into crates.
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// as possible into crates.
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// Look through all items in the game to try and find an ammocrate that can contain this kind of ammo.
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// Look through all items in the game to try and find an ammocrate that can contain this kind of ammo.
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for ( int iCrateLoop = 0; iCrateLoop < gMAXITEMS_READ; ++iCrateLoop )
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for (INT32 iCrateLoop = 0; iCrateLoop < (INT32)gMAXITEMS_READ; ++iCrateLoop)
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{
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{
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// Is it the right ammo crate?
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// Is it the right ammo crate?
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if( Item[iCrateLoop].usItemClass == IC_AMMO &&
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if( Item[iCrateLoop].usItemClass == IC_AMMO &&
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@@ -5043,7 +5044,7 @@ void SortSectorInventoryAmmo(bool useBoxes)
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// Dump all the ammo into it.
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// Dump all the ammo into it.
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DistributeStatus(pCurObject, &newCrate, Magazine[Item[crateItem].ubClassIndex].ubMagSize);
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DistributeStatus(pCurObject, &newCrate, Magazine[Item[crateItem].ubClassIndex].ubMagSize);
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// Place it in the sector inventory.
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// Place it in the sector inventory.
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AutoPlaceObjectToWorld( pSoldier, &newCrate, true );
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AutoPlaceObjectToWorld(pSoldier, &newCrate, TRUE);
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// Ran out of magazines?
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// Ran out of magazines?
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if(pCurObject->ubNumberOfObjects < 1)
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if(pCurObject->ubNumberOfObjects < 1)
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{
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{
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@@ -5117,7 +5118,7 @@ void SortSectorInventoryEjectAmmo()
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pInventoryPoolList[uiLoop].object[x]->data.gun.ubGunAmmoType = NONE;
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pInventoryPoolList[uiLoop].object[x]->data.gun.ubGunAmmoType = NONE;
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// put it on the ground
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// put it on the ground
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AutoPlaceObjectToWorld( pSoldier, &gTempObject, true );
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AutoPlaceObjectToWorld(pSoldier, &gTempObject, TRUE);
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// Check...
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// Check...
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if (&gTempObject != NULL)
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if (&gTempObject != NULL)
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@@ -5169,7 +5170,7 @@ void SortSectorInventoryEmptyLBE() {
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OBJECTTYPE * LBEStack = lbeInvIter._Ptr;
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OBJECTTYPE * LBEStack = lbeInvIter._Ptr;
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dropCnt += LBEStack->ubNumberOfObjects;
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dropCnt += LBEStack->ubNumberOfObjects;
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AutoPlaceObjectToWorld(pSoldier, LBEStack, true);
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AutoPlaceObjectToWorld(pSoldier, LBEStack, TRUE);
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if (LBEStack != NULL)
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if (LBEStack != NULL)
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{
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{
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DeleteObj(lbeInvIter._Ptr);
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DeleteObj(lbeInvIter._Ptr);
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@@ -5251,7 +5252,7 @@ void SortSectorInventorySeparateAttachments()
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{
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{
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gpTempObject = pNewObj;
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gpTempObject = pNewObj;
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AutoPlaceObjectToWorld(pSoldier, gpTempObject, true);
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AutoPlaceObjectToWorld(pSoldier, gpTempObject, TRUE);
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if (gpTempObject != NULL)
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if (gpTempObject != NULL)
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{
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{
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DeleteObj(gpTempObject);
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DeleteObj(gpTempObject);
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