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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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@@ -6207,28 +6207,6 @@ BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSol
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return( TRUE );
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}
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// Well, clears all item pools
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void ClearAllItemPools( )
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{
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INT32 cnt;
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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{
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RemoveItemPool( cnt, 0 );
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RemoveItemPool( cnt, 1 );
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}
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}
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// Refresh item pools
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void RefreshItemPools( WORLDITEM * pItemList, INT32 iNumberOfItems )
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{
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ClearAllItemPools( );
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RefreshWorldItemsIntoItemPools( pItemList, iNumberOfItems );
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}
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INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius )
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{
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INT32 sTop, sBottom;
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