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
This commit is contained in:
MaddMugsy
2012-04-30 22:04:14 +00:00
parent 145c437857
commit dbe87b94b1
3 changed files with 9 additions and 12 deletions
+1
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@@ -2475,6 +2475,7 @@ BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8 bSector
//init function
lua_register(L, "CheckFact", l_CheckFact);
lua_register(L, "CheckForMissingHospitalSupplies", l_CheckForMissingHospitalSupplies);
lua_register(L, "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
IniFunction(L);
IniGlobalGameSetting(L);
+7 -4
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@@ -13499,10 +13499,13 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex
//Madd: Common Attachment Framework - check if a given point is acceptable
bool IsAttachmentPointAvailable( OBJECTTYPE * pObject, UINT8 subObject, UINT32 attachmentID )
{
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))
return true;
else
return false;
if (pObject)
{
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))
return true;
}
return false;
}
//Madd: Common Attachment Framework - if we already know the point
+1 -8
View File
@@ -325,7 +325,6 @@ INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSwee
INT32 sLowestGridNo=0;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
INT16 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
EXITGRID ExitGrid;
@@ -338,12 +337,6 @@ INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSwee
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
soldier.pathing.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = pSoldier->sGridNo;
// OK, Get an exit grid ( if possible )
if ( !GetExitGrid( sSweetGridNo, &ExitGrid ) )
{
@@ -379,7 +372,7 @@ INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSwee
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009
FindBestPath( pSoldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009
uiLowestRange = 999999;