Fix for uninitialized group in reinforcements

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1168 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Overhaul
2007-08-07 04:22:10 +00:00
parent 5926a62a05
commit f5e3e7d7ff
2 changed files with 13 additions and 10 deletions
-10
View File
@@ -1221,16 +1221,6 @@ void AddPossiblePendingEnemiesToBattle()
break;
}
AddEnemiesToBattle( pGroup, ubInsertionCode,
pSector->ubNumAdmins - pSector->ubAdminsInBattle,
pSector->ubNumTroops - pSector->ubTroopsInBattle,
pSector->ubNumElites - pSector->ubElitesInBattle,
FALSE );
pSector->ubAdminsInBattle = pSector->ubNumAdmins;
pSector->ubTroopsInBattle = pSector->ubNumTroops;
pSector->ubElitesInBattle = pSector->ubNumElites;
// Assume we added one since there are supposedly more available and room for them
ubSlots--;
}
+13
View File
@@ -285,6 +285,8 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
for(;;)
{
ubIndex = Random(ubDirNumber);
#if 0
// This should be handled in AddPossiblePendingEnemiesToBattle
if( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
{
UINT8 numElite;
@@ -329,6 +331,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}
#endif
if( NumEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) > gubReinforcementMinEnemyStaticGroupSize )
{
@@ -348,6 +351,16 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
(pSector->ubNumAdmins)--;
}
AddEnemiesToBattle( NULL, (UINT8)pusMoveDir[ ubIndex ][ 2 ],
pThisSector->ubNumAdmins - pThisSector->ubAdminsInBattle,
pThisSector->ubNumTroops - pThisSector->ubTroopsInBattle,
pThisSector->ubNumElites - pThisSector->ubElitesInBattle,
FALSE );
pThisSector->ubAdminsInBattle = pThisSector->ubNumAdmins;
pThisSector->ubTroopsInBattle = pThisSector->ubNumTroops;
pThisSector->ubElitesInBattle = pThisSector->ubNumElites;
return (UINT8)pusMoveDir[ ubIndex ][ 2 ];
}
}