Update to Master

This commit is contained in:
Asdow
2025-08-08 18:00:31 +03:00
338 changed files with 110651 additions and 115875 deletions
+12 -13
View File
@@ -6671,18 +6671,16 @@ BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
{
if ( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ )
{ //Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside
//TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because
//we are in the autoresolve screen, soldiers are internally created different (from pointers instead of
//the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the
//screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is
//complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions
//don't change throughout this whole process which makes it necessary to do it this way.
guiCurrentScreen = MAP_SCREEN;
TrashWorld( );
guiCurrentScreen = AUTORESOLVE_SCREEN;
}
//Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside
//TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because
//we are in the autoresolve screen, soldiers are internally created different (from pointers instead of
//the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the
//screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is
//complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions
//don't change throughout this whole process which makes it necessary to do it this way.
guiCurrentScreen = MAP_SCREEN;
TrashWorld( );
guiCurrentScreen = AUTORESOLVE_SCREEN;
}
else
{
@@ -7786,6 +7784,7 @@ void HandleMovingEnemiesCloseToEntranceInSecondTunnelMap( )
void HandlePowerGenFanSoundModification( )
{
extern UINT32 POWERGENSECTOREXITGRID_SRC_GRIDNO;
SetTileAnimCounter( TILE_ANIM__FAST_SPEED );
switch ( gJa25SaveStruct.ubStateOfFanInPowerGenSector )
@@ -7794,7 +7793,7 @@ void HandlePowerGenFanSoundModification( )
HandleAddingPowerGenFanSound( );
//MAKE SURE the fan does not have an exit grid
RemoveExitGridFromWorld( PGF__FAN_EXIT_GRID_GRIDNO );
RemoveExitGridFromWorld( POWERGENSECTOREXITGRID_SRC_GRIDNO );
break;
case PGF__STOPPED: