- Bobby Ray's tool tips for GL fixed

- bug fix: CTD when shoot at soldier and see items afterwards (happens not always)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@189 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-06-07 18:44:37 +00:00
parent f937772476
commit ea7e68297c
4 changed files with 72 additions and 11 deletions
+6 -5
View File
@@ -9789,7 +9789,7 @@ void SelectMoveAnimationFromStance( SOLDIERTYPE *pSoldier )
void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth )
{
UINT16 usAnimSurface;
UINT16 usAnimSurface;
ETRLEObject *pTrav;
usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
@@ -9802,12 +9802,12 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
return;
}
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
{
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
{
*psHeight = (INT16)5;
*psWidth = (INT16)5;
return;
}
}
// OK, noodle here on what we should do... If we take each frame, it will be different slightly
// depending on the frame and the value returned here will vary thusly. However, for the
@@ -9815,7 +9815,8 @@ void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *ps
if ( pSoldier->usAniFrame >= gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects )
{
int i = 0;
//int i = 0;
return;
}
pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] );