diff --git a/Strategic/ASD.cpp b/Strategic/ASD.cpp index 81d4b3f9..c634b708 100644 --- a/Strategic/ASD.cpp +++ b/Strategic/ASD.cpp @@ -375,7 +375,7 @@ void ASDDecideHeliOperations() // build a list of all possible locations that require us to drop troops in for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { // not if the enemy controls this sector if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sX, sY )].fEnemyControlled ) diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 3acc675b..ef97f218 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -2904,7 +2904,7 @@ void UpdateAssignments() // run through sectors and handle each type in sector for(sX = 0 ; sX < MAP_WORLD_X; ++sX ) { - for( sY =0; sY < MAP_WORLD_X; ++sY ) + for( sY =0; sY < MAP_WORLD_Y; ++sY ) { for( bZ = 0; bZ < 4; ++bZ ) { @@ -6203,7 +6203,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ ) // run through sectors and handle each type in sector for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { // is this sector within range? FLOAT euklid_dist = (sX - sMapX)*(sX - sMapX) + (sY - sMapY)*(sY - sMapY); @@ -6259,7 +6259,7 @@ void ClearSectorScanResults() { for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { SectorInfo[ SECTOR( sX, sY ) ].uiFlags &= ~(SF_ASSIGN_NOTICED_ENEMIES_HERE|SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER); } @@ -6377,7 +6377,7 @@ void HandleStrategicDiseaseAndBurial() // turn corpses into disease once they are old enough for ( INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for ( INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for ( INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( sX, sY )] ); @@ -7039,7 +7039,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier ) // run through sectors and handle each type in sector for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { if( SectorInfo[ SECTOR( sX, sY ) ].uiFlags & ( SF_ASSIGN_NOTICED_ENEMIES_HERE | SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER ) ) { diff --git a/Strategic/Strategic Event Handler.cpp b/Strategic/Strategic Event Handler.cpp index 5a9bb9c9..1d4cd258 100644 --- a/Strategic/Strategic Event Handler.cpp +++ b/Strategic/Strategic Event Handler.cpp @@ -831,7 +831,7 @@ void HandleEarlyMorningEvents( void ) // Flugente: no reason to put this into LUA for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { UINT8 sector = SECTOR( sX, sY ); diff --git a/Strategic/strategicmap.cpp b/Strategic/strategicmap.cpp index acd40e7e..09cf361c 100644 --- a/Strategic/strategicmap.cpp +++ b/Strategic/strategicmap.cpp @@ -1894,7 +1894,7 @@ UINT16 GetTownWorkers(INT8 bTownId, UINT16& arusMax) for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY ); @@ -1924,7 +1924,7 @@ void AddTownWorkers( INT8 bTownId, INT16 asAdd ) { for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY ); diff --git a/Tactical/Disease.cpp b/Tactical/Disease.cpp index e3fddf57..362c8087 100644 --- a/Tactical/Disease.cpp +++ b/Tactical/Disease.cpp @@ -339,7 +339,7 @@ FLOAT GetWorkforceEffectivenessWithDisease( INT8 bTownId, UINT8 usTeam ) for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY ); diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 2d63b7a7..569b61b1 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -6829,7 +6829,7 @@ BOOLEAN GetPlayerControlledPrisonList( std::vector& arSectorIDVector ) for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { - for(INT16 sY = 1; sY < MAP_WORLD_X - 1; ++sY ) + for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { // if sector is controlled by enemies, it's not ours (duh!) if ( StrategicMap[sX + sY * MAP_WORLD_X].fEnemyControlled )