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Merged revision(s) 6826-6828 from branches/ja2_source_official_2014:
- Minor code improvements and cleanup - Fix from r6775 is no longer necessary. - Code improvement: Instead of calling inv.size() repeatedly, just call it once and remember that value git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6829 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3827,7 +3827,8 @@ OBJECTTYPE* FindRepairableItemInLBENODE(SOLDIERTYPE * pSoldier, OBJECTTYPE * pOb
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if(pObj->IsActiveLBE(subObject) == true)
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{
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LBENODE* pLBE = pObj->GetLBEPointer(subObject);
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for(UINT8 lbePocket = 0; lbePocket < pLBE->inv.size(); lbePocket++)
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UINT8 invsize = pLBE->inv.size();
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for(UINT8 lbePocket = 0; lbePocket < invsize; ++lbePocket)
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{
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for(UINT8 ubItemsInPocket = 0; ubItemsInPocket < pLBE->inv[lbePocket].ubNumberOfObjects; ubItemsInPocket++)
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{
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@@ -4035,7 +4036,8 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
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if(UsingNewInventorySystem() == true && Item[pObj->usItem].usItemClass == IC_LBEGEAR && pObj->IsActiveLBE(ubLoop) == true)
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{
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LBENODE* pLBE = pObj->GetLBEPointer(ubLoop);
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for(lbeLoop = 0; lbeLoop < pLBE->inv.size(); lbeLoop++)
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UINT8 invsize = pLBE->inv.size();
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for(lbeLoop = 0; lbeLoop < invsize; ++lbeLoop)
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{
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if(RepairObject(pSoldier, pOwner, &pLBE->inv[lbeLoop], pubRepairPtsLeft))
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{
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