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Added: Ctrl+Shift+E now fill LBE items in sector with other items and places them in vehicles first.
Added: Right-Click on remove attachments button on sector inventory screen will not empty LBE items in sector Changed: SLAY_STAYS_FOREVER disables Slay's hourly chance to leave when unattended Added: SLAY_HOURLY_CHANCE_TO_LEAVE setting to Ja2_Options.ini Fixed: a bunch of array index out of bounds bugs Fixed: a bunch of typos in if contitions Fixed: BuildListFile() function loading items from index 1 instead 0 Added translation: Polish text for some map inventory screen items Added translation: English texts for new functionality for other language files Cleaned up some old TODOs git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8404 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2201,7 +2201,15 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
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*pdZPos = ( WALL_HEIGHT_UNITS * 2 ) - 1;
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}
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*pdZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[pSoldier->sGridNo].sHeight );
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// Bob: check if sGridNo is set, otherwise bail out to avoid access violation
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INT32 grid = pSoldier->sGridNo;
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if (grid > 0) {
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*pdZPos += CONVERT_PIXELS_TO_HEIGHTUNITS(gpWorldLevelData[grid].sHeight);
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}
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else {
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// ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"CalculateSoldierZPos: Caught bad LOS height check!");
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}
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return( TRUE );
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}
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@@ -2505,6 +2513,13 @@ INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, I
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{
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FLOAT dStartZPos, dEndZPos;
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INT16 sStartXPos, sStartYPos, sEndXPos, sEndYPos;
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// Bob: prevent access violation
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if (sStartGridNo < 0) {
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// ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"LocationToLocationLineOfSightTest: Caught bad LOS check!");
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return 0;
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}
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// UINT8 ubStartID;
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// sevenfm: always use standing heights
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