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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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@@ -2549,7 +2549,8 @@ void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT
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memcpy( spp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS );
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//Starts with nothing
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for( i = 0; i < spp->Inv.size(); i++ )
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UINT32 invsize = spp->Inv.size();
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for( i = 0; i < invsize; ++i )
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{
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DeleteObj(&spp->Inv[ i ]);
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spp->Inv[ i ].fFlags |= OBJECT_UNDROPPABLE;
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@@ -2628,7 +2629,8 @@ void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
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//This isn't perfect, however, it blindly brings over the items from the static
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//detailed placement. Due to the order of things, other items would
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for( i = 0; i < spp->Inv.size(); i++ )
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UINT32 invsize = spp->Inv.size();
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for( i = 0; i < invsize; ++i )
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{
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//copy over static items and empty slots that are droppable (signifies a forced empty slot)
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if( spp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
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@@ -2776,7 +2778,8 @@ void UpdateStaticDetailedPlacementWithProfileInformation( SOLDIERCREATE_STRUCT *
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spp->bBodyType = pProfile->ubBodyType;
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// Copy over inv if we want to
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for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
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UINT32 invsize = pProfile->inv.size();
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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CreateItems( pProfile->inv[ cnt ], pProfile->bInvStatus[ cnt ], pProfile->bInvNumber[ cnt ], &(spp->Inv[ cnt ]) );
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}
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@@ -3531,7 +3534,6 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
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BOOLEAN success;
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BOOLEAN fRet;
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pProfile = &(gMercProfiles[pCreateStruct->ubProfile]);
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// Copy over inv if we want to
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@@ -3544,7 +3546,8 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
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// CHRISL: Resort profile items to use LBE pockets properly
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DistributeInitialGear(pProfile);
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//place all items that are NOT attachments
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for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
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UINT32 invsize = pProfile->inv.size();
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for ( cnt = 0; cnt < pProfile->inv.size(); ++cnt )
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{
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if ( pProfile->inv[ cnt ] == NOTHING || Item[pProfile->inv[cnt]].attachment) {
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continue;
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@@ -3564,8 +3567,9 @@ void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruc
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}
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}
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}
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//done placing all non attachments, now place all attachments on objects!
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for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
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for ( cnt = 0; cnt < invsize; ++cnt )
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{
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if ( pProfile->inv[ cnt ] == NOTHING) {
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continue;
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@@ -4647,7 +4651,8 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
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BOOLEAN fRadioSetFound = FALSE;
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// FIRST FIND OUT THE COMPOSITION OF OUR GEAR
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for (bLoop = 0; bLoop < (INT8) pSoldier->inv.size(); bLoop++)
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INT8 invsize = (INT8)pSoldier->inv.size();
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for (bLoop = 0; bLoop < invsize; ++bLoop)
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{
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if (pCreateStruct->Inv[bLoop].exists() == true)
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{
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