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Fixed San Mona mine crash when trying to leave the sector with Kingpin's money -- CheckForKingpinsMoneyMissing function wasn't defined in the lua call
Fixed threading crash when hovering mouse over stairs in rebel hideout (in WF maps at least) - removed unnecessary temporary SOLDIERTYPE variable git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5243 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2475,6 +2475,7 @@ BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8 bSector
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//init function
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lua_register(L, "CheckFact", l_CheckFact);
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lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
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lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
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IniFunction(L);
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IniGlobalGameSetting(L);
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+7
-4
@@ -13499,10 +13499,13 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex
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//Madd: Common Attachment Framework - check if a given point is acceptable
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bool IsAttachmentPointAvailable( OBJECTTYPE * pObject, UINT8 subObject, UINT32 attachmentID )
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{
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if (Item[pObject->usItem].ulAvailableAttachmentPoint > 0 && (Item[attachmentID].attachment || Item[attachmentID].usItemClass & IC_GRENADE || Item[attachmentID].usItemClass & IC_BOMB)&& Item[attachmentID].ulAttachmentPoint & GetAvailableAttachmentPoint(pObject, subObject))
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return true;
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else
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return false;
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if (pObject)
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{
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if (Item[pObject->usItem].ulAvailableAttachmentPoint > 0 && (Item[attachmentID].attachment || Item[attachmentID].usItemClass & IC_GRENADE || Item[attachmentID].usItemClass & IC_BOMB)&& Item[attachmentID].ulAttachmentPoint & GetAvailableAttachmentPoint(pObject, subObject))
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return true;
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}
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return false;
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}
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//Madd: Common Attachment Framework - if we already know the point
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@@ -325,7 +325,6 @@ INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSwee
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INT32 sLowestGridNo=0;
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INT32 leftmost;
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BOOLEAN fFound = FALSE;
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SOLDIERTYPE soldier;
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INT16 ubSaveNPCAPBudget;
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UINT8 ubSaveNPCDistLimit;
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EXITGRID ExitGrid;
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@@ -338,12 +337,6 @@ INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSwee
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gubNPCAPBudget = 0;
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gubNPCDistLimit = ubRadius;
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//create dummy soldier, and use the pathing to determine which nearby slots are
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//reachable.
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soldier.pathing.bLevel = 0;
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soldier.bTeam = 1;
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soldier.sGridNo = pSoldier->sGridNo;
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// OK, Get an exit grid ( if possible )
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if ( !GetExitGrid( sSweetGridNo, &ExitGrid ) )
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{
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@@ -379,7 +372,7 @@ INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSwee
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//Now, find out which of these gridnos are reachable
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//(use the fake soldier and the pathing settings)
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FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009
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FindBestPath( pSoldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009
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uiLowestRange = 999999;
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