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Exploit fix: don't allow "apply item to others" cursor to reveal position of invisible enemy.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+16
-31
@@ -254,26 +254,6 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
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{
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ubCursorID = HandleNonActivatedTossCursor( pSoldier, sTargetGridNo, fRecalc, uiCursorFlags, ubItemCursor );
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}
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#if 0
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if ( gCurrentUIMode == ACTION_MODE && ubItemCursor == TRAJECTORYCURS && ( gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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// Alrighty, let's change the cursor!
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if ( fRecalc && gfUIFullTargetFound )
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{
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// ATE: Check for ammo
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if ( IsValidTargetMerc( (UINT8)gusUIFullTargetID ) && EnoughAmmo( pSoldier, FALSE, HANDPOS ) )
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{
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// IF it's an ememy, goto confirm action mode
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if ( ( guiUIFullTargetFlags & ENEMY_MERC ) && ( guiUIFullTargetFlags & VISIBLE_MERC ) && !( guiUIFullTargetFlags & DEAD_MERC ) && !gfCannotGetThrough )
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{
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guiPendingOverrideEvent = A_CHANGE_TO_CONFIM_ACTION;
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}
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}
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}
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}
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#endif
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break;
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case BOMBCURS:
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@@ -2337,22 +2317,22 @@ UINT8 HandleHandcuffCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
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return( HANDCUFF_RED_UICURSOR );
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}
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UINT8 HandleApplyItemCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags )
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UINT8 HandleApplyItemCursor(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags)
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{
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// DRAW PATH TO GUY
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HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_APPLYITEM );
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if ( ItemCanBeAppliedToOthers( (&(pSoldier->inv[HANDPOS]))->usItem ) )
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HandleUIMovementCursor(pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_APPLYITEM);
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if (ItemCanBeAppliedToOthers((&(pSoldier->inv[HANDPOS]))->usItem))
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{
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// is there a person here?
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UINT8 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
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if ( usSoldierIndex != NOBODY )
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UINT8 ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
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if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
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{
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return( APPLYITEM_GREY_UICURSOR );
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return(APPLYITEM_GREY_UICURSOR);
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}
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}
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return( APPLYITEM_RED_UICURSOR );
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return(APPLYITEM_RED_UICURSOR);
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}
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UINT8 HandleHackCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags )
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@@ -2952,7 +2932,7 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
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}
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// Flugente: apply misc items to other soldiers
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// exception: not for medical items (medkists can have drug effects that are applied during bandaging)
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// exception: not for medical items (medkits can have drug effects that are applied during bandaging)
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if ( ubCursor != AIDCURS && ItemCanBeAppliedToOthers( usInHand ) )
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{
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// if item is a bomb, only allow apply if hovering over a soldier (otherwise we cannot mine anymore)
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@@ -2962,12 +2942,17 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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// is there a person here?
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if ( WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) != NOBODY )
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ubCursor = APPLYITEMCURS;
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UINT8 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
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if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
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{
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ubCursor = APPLYITEMCURS;
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}
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}
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}
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else
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{
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ubCursor = APPLYITEMCURS;
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}
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}
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// WANNE.WATER: Allow shooting if we are on a "water" tile, but on level > 0
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