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- added range check for light sprites
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1143 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+16
-5
@@ -3048,9 +3048,9 @@ BOOLEAN LightSave(INT32 iLight, STR pFilename)
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***************************************************************************************/
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INT32 LightLoad(STR pFilename)
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{
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HWFILE hFile;
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LIGHT_NODE *pNewLight=NULL, *pLastLight=NULL;
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INT32 iLight;
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HWFILE hFile;
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LIGHT_NODE *pNewLight=NULL, *pLastLight=NULL;
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INT32 iLight;
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if((iLight=LightGetFree())==(-1))
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return(-1);
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@@ -3198,7 +3198,7 @@ BOOLEAN LightSetColors(SGPPaletteEntry *pPal, UINT8 ubNumColors)
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********************************************************************************/
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INT32 LightSpriteGetFree(void)
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{
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INT32 iCount;
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INT32 iCount;
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for(iCount=0; iCount < MAX_LIGHT_SPRITES; iCount++)
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{
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@@ -3218,11 +3218,12 @@ INT32 iCount;
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********************************************************************************/
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INT32 LightSpriteCreate(STR pName, UINT32 uiLightType)
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{
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INT32 iSprite;
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INT32 iSprite;
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if((iSprite=LightSpriteGetFree())!=(-1))
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{
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memset(&LightSprites[iSprite], 0, sizeof(LIGHT_SPRITE));
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LightSprites[iSprite].iX=WORLD_COLS+1;
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LightSprites[iSprite].iY=WORLD_ROWS+1;
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LightSprites[iSprite].iOldX=WORLD_COLS+1;
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@@ -3247,6 +3248,11 @@ INT32 iSprite;
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********************************************************************************/
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BOOLEAN LightSpriteFake(INT32 iSprite)
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{
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if ( (iSprite >= MAX_LIGHT_SPRITES ) || (iSprite < 0) )
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{
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return FALSE;
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}
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if(LightSprites[iSprite].uiFlags&LIGHT_SPR_ACTIVE)
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{
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LightSprites[iSprite].uiFlags|=MERC_LIGHT;
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@@ -3431,6 +3437,11 @@ BOOLEAN LightSpritePosition(INT32 iSprite, INT16 iX, INT16 iY)
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********************************************************************************/
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BOOLEAN LightSpriteRoofStatus(INT32 iSprite, BOOLEAN fOnRoof)
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{
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if ( (iSprite >= MAX_LIGHT_SPRITES ) || (iSprite < 0) )
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{
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return FALSE;
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}
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if(fOnRoof && (LightSprites[iSprite].uiFlags&LIGHT_SPR_ONROOF))
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return(FALSE);
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