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Changed MOVEITEM dropoff gridno to a location that is always guaranteed to exist and be accessible
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6297 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5886,7 +5886,11 @@ void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ )
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// we loop over all mercs with this assignment in this sector, and then do a separate loop over each target sector
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// we loop over all mercs with this assignment in this sector, and then do a separate loop over each target sector
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std::map<UINT8, UINT8> sectormercmap; // this map uses the sectors we take stuff from as keys and the number of mercs as elements
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std::map<UINT8, UINT8> sectormercmap; // this map uses the sectors we take stuff from as keys and the number of mercs as elements
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// count any interrogators found here, and sum up their interrogation values
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// we need a gridno to which we drop stuff
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INT32 sDropOffGridNo = gMapInformation.sCenterGridNo;
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if ( !GridNoOnVisibleWorldTile( sDropOffGridNo ) )
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sDropOffGridNo = RandomGridNo();
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SOLDIERTYPE *pSoldier = NULL;
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SOLDIERTYPE *pSoldier = NULL;
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UINT32 uiCnt = 0;
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UINT32 uiCnt = 0;
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UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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@@ -5904,6 +5908,9 @@ void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ )
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sectormercmap[targetsector]++;
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sectormercmap[targetsector]++;
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else
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else
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sectormercmap[targetsector] = 1;
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sectormercmap[targetsector] = 1;
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if ( pSoldier->sGridNo != NOWHERE )
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sDropOffGridNo = pSoldier->sGridNo;
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}
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}
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}
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}
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}
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}
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@@ -5915,10 +5922,6 @@ void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ )
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CHAR16 wSectorName[ 64 ];
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CHAR16 wSectorName[ 64 ];
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GetShortSectorString( sMapX, sMapY, wSectorName );
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GetShortSectorString( sMapX, sMapY, wSectorName );
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INT32 sDropOffGridNo = gMapInformation.sCenterGridNo;
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if ( !GridNoOnVisibleWorldTile( sDropOffGridNo ) )
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sDropOffGridNo = RandomGridNo();
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WORLDITEM* pWorldItem_Target = NULL;
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WORLDITEM* pWorldItem_Target = NULL;
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// now loop over all sectors from which we take stuff, and move the equipment
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// now loop over all sectors from which we take stuff, and move the equipment
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