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Merged from revision: 7678
Editor Fixes (by Buggler): - '~' (tilde) hotkey to toggle level cursor if applicable; CTRL hotkey for placing objects on roof removed - Fixed missing roof cursor for non-vanilla size maps - Updated editor popup text git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7679 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -51,10 +51,6 @@ void ForceAreaSelectionWidth();
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BOOLEAN HandleAreaSelection();
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void EnsureSelectionType();
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//Used for offseting cursor to show that it is on the roof rather than on the ground.
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//This can be conveniently executed by moving the cursor up and right 3 gridnos for a
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//total of -483 -(160*3)-(1*3)
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#define ROOF_OFFSET (-483)
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BOOLEAN gfUsingOffset;
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//Based on the density level setting and the selection type, this test will
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@@ -112,7 +108,7 @@ void RemoveCursors()
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pNode = gpWorldLevelData[ iMapIndex ].pTopmostHead;
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while( pNode )
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{
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if( pNode->usIndex == FIRSTPOINTERS1 || pNode->usIndex == FIRSTPOINTERS5 )
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if( pNode->usIndex == FIRSTPOINTERS1 || pNode->usIndex == FIRSTPOINTERS5 || pNode->usIndex == BADMARKER1 )
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{
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RemoveTopmost( iMapIndex, pNode->usIndex );
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break;
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@@ -193,11 +189,12 @@ void UpdateCursorAreas()
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//Draw all of the area cursors here.
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if( fValidCursor )
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{
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if( iDrawMode == DRAW_MODE_ENEMY || iDrawMode == DRAW_MODE_CREATURE ||
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if( gfRoofPlacement || iDrawMode == DRAW_MODE_ENEMY || iDrawMode == DRAW_MODE_CREATURE ||
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iDrawMode == DRAW_MODE_REBEL || iDrawMode == DRAW_MODE_CIVILIAN ||
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iDrawMode == DRAW_MODE_SCHEDULEACTION )
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{
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iMapIndex = gSelectRegion.iTop * WORLD_COLS + gSelectRegion.iLeft;
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if( !IsLocationSittable( iMapIndex, gfRoofPlacement ) && iDrawMode != DRAW_MODE_SCHEDULEACTION ||
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!IsLocationSittableExcludingPeople( iMapIndex, gfRoofPlacement ) && iDrawMode == DRAW_MODE_SCHEDULEACTION )
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{
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@@ -207,7 +204,8 @@ void UpdateCursorAreas()
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if( gfRoofPlacement && FlatRoofAboveGridNo( iMapIndex ) )
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{
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AddTopmostToTail( iMapIndex + ROOF_OFFSET, BADMARKER1 );
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sBadMarker = iMapIndex + ROOF_OFFSET ;
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sBadMarker = iMapIndex + ROOF_OFFSET;
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gfUsingOffset = TRUE;
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}
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else
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{
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