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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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@@ -2803,7 +2803,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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{
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UINT32 uiNumberOfItems;
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std::vector<WORLDITEM> pWorldItems;//dnl ch75 271013
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UINT i;
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UINT8 i;
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UINT8 bCount=0;
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UINT16 uiFlagsForWorldItems=0;
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UINT16 usFlagsForRottingCorpse=0;
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@@ -2837,7 +2837,8 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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//go through and and find out how many items there are
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uiNumberOfItems = 0;
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for ( i = 0; i < pSoldier->inv.size(); i++ )
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UINT8 invsize = pSoldier->inv.size();
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for ( i = 0; i < invsize; ++i )
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{
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if( pSoldier->inv[ i ].exists() == true )
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{
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@@ -2855,8 +2856,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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//if the item can be dropped
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if( !( pSoldier->inv[ i ].fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum )
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{
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uiNumberOfItems++;
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++uiNumberOfItems;
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}
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}
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}
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@@ -2875,7 +2875,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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//loop through all the soldiers items and add them to the world item array
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bCount = 0;
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for ( i = 0; i < pSoldier->inv.size(); i++ )
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for ( i = 0; i < invsize; ++i )
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{
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if( pSoldier->inv[ i ].exists() == true )
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{
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@@ -2897,7 +2897,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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pSoldier->inv[i][0]->data.objectStatus = max(pSoldier->inv[i][0]->data.objectStatus,1); // never below 1%
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}
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pWorldItems[ bCount ].object = pSoldier->inv[i];
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bCount++;
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++bCount;
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}
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}
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}
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@@ -2907,7 +2907,7 @@ BOOLEAN AddDeadSoldierToUnLoadedSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ, S
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//CHRISL: Now that we've copied the dead soldiers items to pWorldItems, we need to actually remove the items from the dead soldier. Otherwise we have
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// actually duplicated the items and there's a chance that these duplicated items will again find their way to sector.
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for ( i = 0; i < pSoldier->inv.size(); i++ )
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for ( i = 0; i < invsize; ++i )
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{
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if( pSoldier->inv[ i ].exists() == true )
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{
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@@ -3002,7 +3002,8 @@ UINT32 LBENODEChecksum( LBENODE * pNode )
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uiChecksum *= (pNode->lbeIndex +1);
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uiChecksum += (pNode->ubID +1);
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for ( uiLoop = 0; uiLoop < pNode->inv.size(); uiLoop++ )
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UINT32 invsize = pNode->inv.size();
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for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
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{
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uiChecksum += pNode->inv[ uiLoop ].usItem;
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}
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