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Fixed update of items for which auto/burst does not apply when swapped into the hand
Moved helicopter in Estoni so that it is unblocked by a weed and can therefore appear completely Fixed conditions where the game should remain paused but doesn't, and where it should unpause but doesn't git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1531 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5491,7 +5491,7 @@ void MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier )
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{
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if( Item[pSoldier -> inv[ bPocket ].usItem].toolkit )
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{
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SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ bPocket ] );
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SwapObjs( pSoldier, HANDPOS, bPocket );
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break;
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}
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}
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@@ -5519,7 +5519,7 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier )
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if ( Item[pSoldier -> inv[ bPocket ].usItem].medicalkit )
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{
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fCharacterInfoPanelDirty = TRUE;
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SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ bPocket ] );
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SwapObjs( pSoldier, HANDPOS, bPocket );
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return(TRUE);
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}
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}
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@@ -5539,14 +5539,14 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier )
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if( ( Item[ pSoldier -> inv[ HANDPOS ].usItem ].twohanded ) && ( bPocket >= SMALLPOCK1POS ) )
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{
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// first move from hand to second hand
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SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ SECONDHANDPOS ] );
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
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// dirty mapscreen and squad panels
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fCharacterInfoPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ bPocket ] );
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SwapObjs( pSoldier, HANDPOS, bPocket );
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return(TRUE);
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@@ -7084,6 +7084,8 @@ void ContractMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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}
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else
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{
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// The game should be unpaused when this message box disappears
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UnPauseGame();
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DoMapMessageBox( MSG_BOX_BASIC_STYLE, gzLateLocalizedString[ 48 ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, MercDismissConfirmCallBack );
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}
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@@ -4,9 +4,9 @@
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#include "types.h"
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//Macro to convert sector coordinates (1-16,1-16) to 0-255
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#define SECTOR(x,y) ((y-1)*16+x-1)
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#define SECTORX(SectorID) ((SectorID % 16) + 1)
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#define SECTORY(SectorID) ((SectorID / 16) + 1)
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#define SECTOR(x,y) (UINT8)((y-1)*16+x-1)
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#define SECTORX(SectorID) (UINT8)((SectorID % 16) + 1)
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#define SECTORY(SectorID) (UINT8)((SectorID / 16) + 1)
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//Sector enumerations
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//
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@@ -117,7 +117,7 @@ UINT8 ubRefuelList[ NUMBER_OF_REFUEL_SITES ][ 2 ] =
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INT16 sRefuelStartGridNo[ NUMBER_OF_REFUEL_SITES ] ={
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9001, // drassen
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13068, // estoni
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13067, // estoni
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};
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// whether or not helicopter can refuel at this site
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@@ -1566,6 +1566,9 @@ void HandleHelicopterOnGroundGraphic( void )
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{
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gMercProfiles[ SKYRIDER ].sSectorX = gWorldSectorX;
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gMercProfiles[ SKYRIDER ].sSectorY = gWorldSectorY;
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gMercProfiles[ SKYRIDER ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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gMercProfiles[ SKYRIDER ].usStrategicInsertionData = sRefuelStartGridNo[ubSite] - 639; // Stand near the heli
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gMercProfiles[ SKYRIDER ].fUseProfileInsertionInfo = TRUE;
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}
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}
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else
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@@ -980,8 +980,12 @@ BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
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wcsncpy( gMercProfiles[ pSoldier->ubProfile ].zName, L"", 1 );
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}
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// ATE: update team panels....
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UpdateTeamPanelAssignments( );
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// ATE: update team panels....
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UpdateTeamPanelAssignments( );
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// And unpause the @#$@#$ interface
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UnLockPauseState();
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UnPauseGame();
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return( TRUE );
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}
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@@ -415,6 +415,7 @@ void ClearMapControlledFlags( void )
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SectorInfo[ SECTOR( iCounterA, iCounterB ) ].fPlayer[ 0 ] = TRUE;
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}
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}
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UpdateAirspaceControl( );
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}
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#endif
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@@ -4476,10 +4476,10 @@ BOOLEAN IsThisSectorASAMSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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return( FALSE );
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}
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for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
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{
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if( ( sSectorX == gpSamSectorX[cnt] ) && ( sSectorY == gpSamSectorY[cnt] ) )
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return( TRUE );
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for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
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{
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if( ( sSectorX == gpSamSectorX[cnt] ) && ( sSectorY == gpSamSectorY[cnt] ) )
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return( TRUE );
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}
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return ( FALSE );
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@@ -4871,7 +4871,7 @@ void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT16 sEndGridNo, UINT
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for (iLoop = 0; iLoop < pSoldier->usPathDataSize; iLoop++)
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{
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sTempGridNo += (INT16)DirectionInc( pSoldier->usPathingData[ iLoop ] );
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sTempGridNo += DirectionInc( (UINT8) pSoldier->usPathingData[ iLoop ] );
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}
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if (sTempGridNo == sEndGridNo)
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