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Fix: tileset index 0 always present in construct/deconstruct arrays
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8289 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -80,7 +80,10 @@ typedef struct
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} ITEM_POOL_LOCATOR;
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// Flugente: we can construct and deconstruct map structures via items.
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typedef struct {
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typedef struct STRUCTURE_DECONSTRUCT {
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STRUCTURE_DECONSTRUCT()
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: usDeconstructItem( 0 ), usItemToCreate( 0 ), usCreatedItemStatus( 0 ), szTileSetDisplayName( ), szTileSetName( ), dCreationCost( 0 ) {}
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UINT16 usDeconstructItem; // the item that has to be used to deconstruct the structure
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UINT16 usItemToCreate; // the item that will be created when we deconstruct a structure
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UINT8 usCreatedItemStatus; // status of the item to create
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@@ -94,7 +97,10 @@ typedef struct {
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extern STRUCTURE_DECONSTRUCT gStructureDeconstruct[STRUCTURE_DECONSTRUCT_MAX];
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typedef struct {
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typedef struct STRUCTURE_CONSTRUCT {
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STRUCTURE_CONSTRUCT()
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: usCreationItem( 0 ), usItemStatusLoss( 0 ), szTileSetDisplayName(), szTileSetName(), dCreationCost( 1.0 ), fFortifyAdjacentAdjustment( TRUE ) {}
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UINT16 usCreationItem; // the item that will be consumed when creating the structure
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UINT8 usItemStatusLoss; // item will lose this number of status points
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char szTileSetDisplayName[20]; // name of this structure to the player (tileset names are obscure)
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