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Merged from revision: 7484
Fixes (by Buggler) - Commented code due to weird results when swapping filled LBE items that has pockets of the same size - Fixed militia remains in loaded sector on using Unassign All button and then not assigning any militia to the loaded sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7485 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5500,6 +5500,11 @@ void HandleRemovalOfAllTroopsAmongstSectors( void )
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SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = 0;
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SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = 0;
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SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = 0;
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SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = 0;
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SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = 0;
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SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = 0;
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if( sSectorX == gWorldSectorX && sSectorY == gWorldSectorY )
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{
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gfStrategicMilitiaChangesMade = TRUE;
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}
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}
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}
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}
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}
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+4
-3
@@ -6613,13 +6613,14 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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else if (IsSlotAnLBESlot(bPos) == true && Item[pObj->usItem].usItemClass == IC_LBEGEAR)
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else if (IsSlotAnLBESlot(bPos) == true && Item[pObj->usItem].usItemClass == IC_LBEGEAR)
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{
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{
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/*CHRISL: If we're trying to swap LBE items between IC pockets, we have to be careful that items are moved
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/* Buggler: Code commented due to weird results when swapping filled LBE items that has pockets of the same size
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into active pockets or that an LBENODE is properly created.*/
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//CHRISL: If we're trying to swap LBE items between IC pockets, we have to be careful that items are moved
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into active pockets or that an LBENODE is properly created.
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if(pObj->HasAnyActiveLBEs(pSoldier) == false && !(_KeyDown(SHIFT))){
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if(pObj->HasAnyActiveLBEs(pSoldier) == false && !(_KeyDown(SHIFT))){
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std::vector<INT8> LBESlots;
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std::vector<INT8> LBESlots;
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GetLBESlots(bPos, LBESlots);
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GetLBESlots(bPos, LBESlots);
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MoveItemsToActivePockets(pSoldier, LBESlots, bPos, pObj);
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MoveItemsToActivePockets(pSoldier, LBESlots, bPos, pObj);
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}
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}*/
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pInSlot->MoveThisObjectTo(gTempObject, -1, pSoldier, bPos);
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pInSlot->MoveThisObjectTo(gTempObject, -1, pSoldier, bPos);
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pObj->MoveThisObjectTo(*pInSlot, -1, pSoldier, bPos);
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pObj->MoveThisObjectTo(*pInSlot, -1, pSoldier, bPos);
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//CHRISL: We need to make sure there are no items left in pObj or we'll lose them
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//CHRISL: We need to make sure there are no items left in pObj or we'll lose them
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@@ -15231,7 +15231,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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checkslot = VESTPOCKPOS;
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checkslot = VESTPOCKPOS;
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break;
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break;
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case 4:
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case 4:
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if ( bLoop == 23 || bLoop == 35 || bLoop == 36 || bLoop == 37 || bLoop == 38 )
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if ( bLoop == MEDPOCK3POS || bLoop == SMALLPOCK11POS || bLoop == SMALLPOCK12POS || bLoop == SMALLPOCK13POS || bLoop == SMALLPOCK14POS )
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checkslot = LTHIGHPOCKPOS;
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checkslot = LTHIGHPOCKPOS;
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else
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else
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checkslot = RTHIGHPOCKPOS;
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checkslot = RTHIGHPOCKPOS;
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@@ -15410,7 +15410,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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checkslot = VESTPOCKPOS;
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checkslot = VESTPOCKPOS;
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break;
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break;
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case 4:
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case 4:
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if ( bLoop == 23 || bLoop == 35 || bLoop == 36 || bLoop == 37 || bLoop == 38 )
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if ( bLoop == MEDPOCK3POS || bLoop == SMALLPOCK11POS || bLoop == SMALLPOCK12POS || bLoop == SMALLPOCK13POS || bLoop == SMALLPOCK14POS )
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checkslot = LTHIGHPOCKPOS;
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checkslot = LTHIGHPOCKPOS;
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else
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else
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checkslot = RTHIGHPOCKPOS;
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checkslot = RTHIGHPOCKPOS;
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