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Brief: //dnl ch75
- More map editor fixes and map inventory pool performance improvement for big maps. Details: - Fix not showing expected messagebox on exit (ALT+x) which also throw exception and goes to improper mapeditor exit. - Fix second annoying sticky message which shouldn't popup during map loading and performing RemoveProhibitedAttachments. - Fix CTD when delete all enemies or civilians or all of them in map. - Fix some std exception when reporting for missing optional xml file. - Fix memory and map corruption in old mapeditors if loaded old map has item with invalid attachment and we try to attach something else. - As years ago pInventoryPoolList had migrated from WORLDITEM* array to std::vector<WORLDITEM> it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed. - Resize code for gWorldItems is changed hoping will lead into less corruption problems as now could occur in mapeditor and game when code automatically doing attachment changes. - Change code for handling map inventory which now should be fast enough to support AIMNAS project which will probably deal with thousands of items per map. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -457,7 +457,7 @@ void HourlyStealUpdate()
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// we loop over this sector's inventory and look for something shiny. We will pick it up if we hae enough space in our inventory
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// open sector inv
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UINT32 uiTotalNumberOfRealItems = 0;
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WORLDITEM* pWorldItem = NULL;
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std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
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BOOLEAN fReturn = FALSE;
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if( ( gWorldSectorX == pSoldier->sSectorX ) && ( gWorldSectorY == pSoldier->sSectorY ) && (gbWorldSectorZ == pSoldier->bSectorZ ) )
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@@ -479,7 +479,7 @@ void HourlyStealUpdate()
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if( uiTotalNumberOfRealItems > 0 )
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{
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// allocate space for the list
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pWorldItem = new WORLDITEM[ uiTotalNumberOfRealItems ];
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pWorldItem.resize(uiTotalNumberOfRealItems);//dnl ch75 271013
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if ( !uiTotalNumberOfRealItems )
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continue;
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