diff --git a/Strategic/Strategic Movement.cpp b/Strategic/Strategic Movement.cpp index 0d55fc28f..c9cd6f6bf 100644 --- a/Strategic/Strategic Movement.cpp +++ b/Strategic/Strategic Movement.cpp @@ -5271,7 +5271,7 @@ BOOLEAN HandlePlayerGroupEnteringSectorToCheckForNPCsOfNote( GROUP *pGroup ) GetSectorIDString( sSectorX, sSectorY, bSectorZ, wSectorName, FALSE ); if ( gGameExternalOptions.fUseXMLSquadNames && pGroup->pPlayerList->pSoldier->bAssignment < ON_DUTY ) - swprintf( sString, pLandMarkInSectorString[ 0 ], SquadNames[ pGroup->pPlayerList->pSoldier->bAssignment ].squadname, wSectorName ); + swprintf( sString, pLandMarkInSectorString[ 1 ], SquadNames[ pGroup->pPlayerList->pSoldier->bAssignment ].squadname, wSectorName ); else swprintf( sString, pLandMarkInSectorString[ 0 ], pGroup->pPlayerList->pSoldier->bAssignment + 1, wSectorName ); diff --git a/Tactical/Inventory Choosing.cpp b/Tactical/Inventory Choosing.cpp index 34707281d..f02292972 100644 --- a/Tactical/Inventory Choosing.cpp +++ b/Tactical/Inventory Choosing.cpp @@ -3733,7 +3733,9 @@ void SearchItemRetrieval( WORLDITEM* pWorldItem, ItemSearchStruct* pSi, SOLDIERC if ( pWorldItem[ pSi->pos ].object.ubNumberOfObjects < 1 ) { - RemoveItemFromPool(pWorldItem[ pSi->pos ].sGridNo, (pSi->pos), pWorldItem[ pSi->pos ].ubLevel); + // account for items with invalid gridnos... + if ( pWorldItem[ pSi->pos ].sGridNo != NOWHERE ) + RemoveItemFromPool(pWorldItem[ pSi->pos ].sGridNo, (pSi->pos), pWorldItem[ pSi->pos ].ubLevel); // setting this to false can lead to cases where we 'forget' items without a valid gridno - though I am unsure why. //pWorldItem[ pSi->pos ].fExists = FALSE; diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index 87a19c6fa..83d26edb5 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -5063,6 +5063,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"第%d小队在%s地区发现有人", + L"Squad %s has noticed someone in sector %s",// TODO.Translate }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 1e3c8d1d2..e0c2b55b4 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -5064,6 +5064,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"Team %d is heeft iemand ontdekt in sector %s", + L"Team %s is heeft iemand ontdekt in sector %s", }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index afcefca98..cd54657d2 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -5062,6 +5062,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"Squad %d has noticed someone in sector %s", + L"Squad %s has noticed someone in sector %s", }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 83658ba63..cc7f7c7db 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -5064,6 +5064,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"L'escouade %d a remarqué quelque chose dans le secteur %s", + L"L'escouade %s a remarqué quelque chose dans le secteur %s", }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index d82e2df42..de0bb5def 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -4910,6 +4910,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"Trupp %d hat in Sektor %s jemanden bemerkt.", + L"Trupp %s hat in Sektor %s jemanden bemerkt.", }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 2813793f2..4d75563a4 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -5048,6 +5048,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"La squadra %d ha notato qualcuno nel settore %s", + L"La squadra %s ha notato qualcuno nel settore %s", }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 8cae0aaca..2db7d9318 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -5066,6 +5066,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"Oddział %d zauważył kogoŚ w sektorze %s", + L"Oddział %s zauważył kogoŚ w sektorze %s", }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index 256f7607a..60a07965e 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -5062,6 +5062,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"Отряд %d заметил кого-то в секторе %s.", + L"Отряд %s заметил кого-то в секторе %s.", }; // confirm the player wants to pay X dollars to build a militia force in town diff --git a/Utils/_TaiwaneseText.cpp b/Utils/_TaiwaneseText.cpp index 25ed24dc7..c57abb8c4 100644 --- a/Utils/_TaiwaneseText.cpp +++ b/Utils/_TaiwaneseText.cpp @@ -5065,6 +5065,7 @@ STR16 zMarksMapScreenText[] = STR16 pLandMarkInSectorString[] = { L"Squad %d has noticed someone in sector %s", + L"Squad %s has noticed someone in sector %s",// TODO.Translate }; // confirm the player wants to pay X dollars to build a militia force in town