- Fixed shading of other towns in militia assignment window (by Buggler)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6362 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-09-05 12:37:34 +00:00
parent 5acabf4a82
commit f0c824e0dd
+11 -2
View File
@@ -6632,7 +6632,7 @@ void RenderShadingForUnControlledSectors( void )
{
// now render shading over any uncontrolled sectors
// get the sector value for the upper left corner
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0, sX = 0, sY = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0, sSectorX = 0, sSectorY = 0, sX = 0, sY = 0;
INT32 iCounter = 0;
// get the base sector value
@@ -6644,9 +6644,18 @@ void RenderShadingForUnControlledSectors( void )
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites), already shaded in sti image
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
if( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].bNameId != BLANK_SECTOR ) &&
( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].fEnemyControlled ) ||
( NumHostilesInSector( ( INT16 ) SECTORX( sCurrentSectorValue ), ( INT16 ) SECTORY( sCurrentSectorValue ), 0 ) ) ) )
( NumHostilesInSector( sSectorX, sSectorY, 0 ) ) ) )
{
// shade this sector, not under our control
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );