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-in previous version committed wrong files :-}
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6571 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2860,7 +2860,7 @@ void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *pObject,
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}
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}
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BOOLEAN IsMutuallyValidAttachmentOrLaunchable(UINT16 usAttItem, UINT16 usItem)//dnl??? ch76 091113
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BOOLEAN IsMutuallyValidAttachmentOrLaunchable(UINT16 usAttItem, UINT16 usItem)//dnl ch76 091113
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{
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{
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UINT32 uiLoop = 0;
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UINT32 uiLoop = 0;
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while(Attachment[uiLoop][0] | Launchable[uiLoop][0])
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while(Attachment[uiLoop][0] | Launchable[uiLoop][0])
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@@ -2958,7 +2958,7 @@ BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos
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// don't consider for UI purposes
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// don't consider for UI purposes
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continue;
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continue;
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}
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}
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#if 0//dnl??? ch76 091113
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#if 0//dnl ch76 091113
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if ( ValidAttachment( pObject->usItem, pTestObject ) ||
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if ( ValidAttachment( pObject->usItem, pTestObject ) ||
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ValidAttachment( pTestObject->usItem, pObject ) ||
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ValidAttachment( pTestObject->usItem, pObject ) ||
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ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
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ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
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@@ -3068,7 +3068,7 @@ BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInv
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// don't consider for UI purposes
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// don't consider for UI purposes
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continue;
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continue;
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}
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}
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#if 0//dnl??? ch76 091113
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#if 0//dnl ch76 091113
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if ( ValidAttachment( pObject->usItem, pTestObject ) ||
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if ( ValidAttachment( pObject->usItem, pTestObject ) ||
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ValidAttachment( pTestObject->usItem, pObject ) ||
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ValidAttachment( pTestObject->usItem, pObject ) ||
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ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
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ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
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@@ -5522,7 +5522,7 @@ void UpdateAttachmentTooltips(OBJECTTYPE *pObject, UINT8 ubStatusIndex)
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std::vector<UINT16> usAttachmentSlotIndexVector = GetItemSlots(pObject);
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std::vector<UINT16> usAttachmentSlotIndexVector = GetItemSlots(pObject);
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UINT64 point = GetAvailableAttachmentPoint(pObject, 0); //Madd: Common Attachment Framework
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UINT64 point = GetAvailableAttachmentPoint(pObject, 0); //Madd: Common Attachment Framework
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//dnl??? ch76 081113
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//dnl ch76 081113
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std::vector<UINT16> attachedList;
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std::vector<UINT16> attachedList;
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for(UINT8 x=0; x<(*pObject)[ubStatusIndex]->attachments.size(); x++)// attached item list rather create here then inside loop to gain performance
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for(UINT8 x=0; x<(*pObject)[ubStatusIndex]->attachments.size(); x++)// attached item list rather create here then inside loop to gain performance
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{
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{
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@@ -5625,7 +5625,7 @@ void UpdateAttachmentTooltips(OBJECTTYPE *pObject, UINT8 ubStatusIndex)
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}
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}
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else
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else
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{ //search for attachments/launchables made valid by other attachments
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{ //search for attachments/launchables made valid by other attachments
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#if 0//dnl??? ch76 081113
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#if 0//dnl ch76 081113
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for(UINT8 x=0; x<(*pObject)[ubStatusIndex]->attachments.size(); x++)
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for(UINT8 x=0; x<(*pObject)[ubStatusIndex]->attachments.size(); x++)
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{
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{
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OBJECTTYPE* pAttachment2 = (*pObject)[ubStatusIndex]->GetAttachmentAtIndex(x);
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OBJECTTYPE* pAttachment2 = (*pObject)[ubStatusIndex]->GetAttachmentAtIndex(x);
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+1
-1
@@ -2324,7 +2324,7 @@ BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN
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//Do we want to check all attachment slots or just the one in slotcount?
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//Do we want to check all attachment slots or just the one in slotcount?
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if(slotCount == -1){
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if(slotCount == -1){
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//Loop through slots
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//Loop through slots
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UINT32 uiSlots = min((*pObj)[subObject]->attachments.size(), usAttachmentSlotIndexVector.size());//dnl??? ch76 091113 ugly fix as AK74 after attach/remove GL will have more attachments then usAttachmentSlotIndexVector which lead to CTD
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UINT32 uiSlots = min((*pObj)[subObject]->attachments.size(), usAttachmentSlotIndexVector.size());//dnl ch76 091113 ugly fix as AK74 after attach/remove GL will have more attachments then usAttachmentSlotIndexVector which lead to CTD
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for(UINT8 curSlot = 0; curSlot < uiSlots && !foundValidAttachment; curSlot++){
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for(UINT8 curSlot = 0; curSlot < uiSlots && !foundValidAttachment; curSlot++){
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//Any attachment that is already in this slot will go here.
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//Any attachment that is already in this slot will go here.
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OBJECTTYPE * pAttachment;
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OBJECTTYPE * pAttachment;
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