mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
Fixes (by The_Bob):
- Fixed random freeze on win8/10 - Fixed crash on mercs entering sector - Fixed crash when using cover display (del/end) - Fixed attachment popup showing incompatible attachments (crash/freeze/confusion on clicking the option) - Fixed attachment popup positioning - Fixed LBE contents corruption/deletion - Fixed access violation (out of array bounds) in interrupt code - Fixed a bunch of random old stuff - Got the project to build on VS2015 - Improved popup class handling of grayed out options - Improved performance of get item assignment check (added by Flugente) - Added Ctrl+Space bind for testing/fixing broken LBE contents git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -433,7 +433,7 @@ void RemoveCoverObjectsFromViewArea()
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INT8& bOverlayType = gCoverViewArea[ubX][ubY][ubZ].bOverlayType;
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if ( bOverlayType != INVALID_COVER )
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if ( bOverlayType != INVALID_COVER && sGridNo != -1 )
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{
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TileDefines tile = GetOverlayIndex( bOverlayType );
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RemoveCoverObjectFromWorld( sGridNo, tile, (BOOLEAN) ubZ );
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@@ -1275,7 +1275,7 @@ INT8 GetDynamicOpinionDay( UINT8 usProfileA, UINT8 usProfileB, UINT8 usDay )
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{
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INT32 opinion = 0;
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if ( usProfileA == NO_PROFILE || usProfileA == NO_PROFILE )
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if ( usProfileA == NO_PROFILE || usProfileB == NO_PROFILE )
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return opinion;
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// only for today (0) or one of the last 3 days (1-3)
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@@ -675,30 +675,22 @@ void popupCallbackItem(INT16 itemId){
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//UpdateAttachmentTooltips(gpItemDescObject, gubItemDescStatusIndex);
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return;
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}
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/*
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for(UINT16 i = 0; i < pInventoryPoolList.size(); i++){
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if( pInventoryPoolList[i].object.usItem == itemId ) {
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gpItemPointer = &pInventoryPoolList[i].object; // pick up the object (or stack)
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DoAttachment((UINT8)gubPopupStatusIndex, guiPopupItemPos); // try to attach it
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gpItemPointer = NULL; // and drop it
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gItemDescAttachmentPopups[giActiveAttachmentPopup]->hide();
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RenderItemDescriptionBox();
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giActiveAttachmentPopup = -1;
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//UpdateAttachmentTooltips(gpItemDescObject, gubItemDescStatusIndex);
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return;
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}
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}
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*/
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}
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bool popupCallbackItemInSector(INT16 itemId){
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for(UINT16 i = 0; i < pInventoryPoolList.size(); i++)
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if( pInventoryPoolList[i].object.usItem == itemId ) return true;
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bool popupCallbackItemInSector(INT16 usAttachment, OBJECTTYPE * pObj, POPUP_OPTION * o){
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for (UINT16 i = 0; i < pInventoryPoolList.size(); i++) {
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if (pInventoryPoolList[i].object.usItem == usAttachment) {
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if (ValidItemAttachmentSlot(pObj, usAttachment, true, false, 0, -1, true, NULL, GetItemSlots(pObj))) {
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return true;
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}
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else {
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o->color_shade = COLOR_RED;
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return false;
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}
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}
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}
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//return ValidAttachment(itemId, pObj);
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o->color_shade = COLOR_DKGREY;
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return false;
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}
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@@ -2504,11 +2496,11 @@ void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ){
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if( LBEPocketPopup.find(pocketType) == LBEPocketPopup.end() ){
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// default for LBE slots - grenades + ammo for merc's guns
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addAmmoToPocketPopup( pSoldier, sPocket, popup );
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addAmmoToPocketPopup( pSoldier, sPocket, popup );
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POPUP * subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[28]/*Grenades*/ ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addGrenadesToPocketPopup( pSoldier, sPocket, subPopup );
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POPUP * subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[28]/*Grenades*/ ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addGrenadesToPocketPopup( pSoldier, sPocket, subPopup );
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} else {
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// popup definition for this slot exists - apply it to the popup
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gsPocketUnderCursor = sPocket;
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@@ -5885,16 +5877,24 @@ void UpdateAttachmentTooltips(OBJECTTYPE *pObject, UINT8 ubStatusIndex)
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POPUP_OPTION * o = new POPUP_OPTION( &std::wstring( Item[ usAttachment ].szItemName ),
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new popupCallbackFunction<void,UINT16>(&popupCallbackItem,usAttachment));
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// set an availiability callback to gray out any compatible attachments not found in this sector
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o->setAvail( new popupCallbackFunction<bool,UINT16>(&popupCallbackItemInSector,usAttachment) );
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o->setAvail( new popupCallbackFunction3<bool,UINT16, OBJECTTYPE*, POPUP_OPTION*>(&popupCallbackItemInSector,usAttachment, pObject, o) );
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if (loop == 11 && attachList.size() > 11){ // if there's too much stuff to list, we create a subpopup for the rest
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gItemDescAttachmentPopups[slotCount]->addSubMenuOption( &std::wstring(L"More...") );
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POPUP_SUB_POPUP_OPTION * tmp = gItemDescAttachmentPopups[slotCount]->getSubPopupOption(0);
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// positioning sub popups is handled through the option that holds them
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tmp->setPopupPosition( (gsInvDescX + gItemDescAttachmentsXY[slotCount].sX),
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(gsInvDescY + gItemDescAttachmentsXY[slotCount].sY) + 32 ,
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POPUP_POSITION_TOP_RIGHT); // put it to the right of the main box
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if (gItemDescAttachmentPopups[slotCount]->Position.iX + 200 > SCREEN_WIDTH) {
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// near screen edge, put it below the original box
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tmp->setPopupPosition(
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gItemDescAttachmentPopups[slotCount]->Position.iX,
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gItemDescAttachmentPopups[slotCount]->Position.iY + gItemDescAttachmentPopups[slotCount]->getCurrentHeight(),
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POPUP_POSITION_TOP_LEFT
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);
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}
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else { // we still got room, position the next box to the right of the previous one
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tmp->setPopupPosition(10,0,POPUP_POSITION_RELATIVE);
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}
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// hide the other box too
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// note that we're working with the sub popup options's sub-popup here, not the option itself
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@@ -6392,9 +6392,10 @@ void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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LBENODE* pLBE = gpItemDescObject->GetLBEPointer(gubItemDescStatusIndex);
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// we have an item in this pocket
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if( pLBE->inv[(AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].ubPocketMapping -1)].exists() )
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if (pLBE && pLBE->inv[(AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].ubPocketMapping - 1)].exists()) {
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// place item on the ground
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AutoPlaceObjectToWorld(gpItemDescSoldier, &pLBE->inv[(AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].ubPocketMapping -1)], TRUE);
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AutoPlaceObjectToWorld(gpItemDescSoldier, &pLBE->inv[(AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].ubPocketMapping - 1)], TRUE);
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}
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}
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else // the soldier is wearing the LBE
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{
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@@ -6696,12 +6697,16 @@ INT8 DetermineShowLBE( )
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}
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else
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{
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if(gpItemDescObject->IsActiveLBE(gubItemDescStatusIndex))
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return (gpItemDescObject->GetLBEPointer(gubItemDescStatusIndex)->lbeClass - 1);
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else if(Item[gpItemDescObject->usItem].usItemClass == IC_LBEGEAR)
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if (gpItemDescObject->IsActiveLBE(gubItemDescStatusIndex)) {
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LBENODE* pLBE = gpItemDescObject->GetLBEPointer(gubItemDescStatusIndex);
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return pLBE ? (pLBE->lbeClass - 1) : -1;
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}
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else if (Item[gpItemDescObject->usItem].usItemClass == IC_LBEGEAR) {
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return (LoadBearingEquipment[Item[gpItemDescObject->usItem].ubClassIndex].lbeClass - 1);
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else
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}
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else {
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return -1;
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}
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}
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}
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}
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@@ -8049,9 +8054,8 @@ void RenderLBENODEItems( OBJECTTYPE *pObj, int subObject )
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}
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LBENODE* pLBE = NULL;
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if(activeNode == true)
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{
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pLBE = pObj->GetLBEPointer(subObject);
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if(activeNode == true && ( pLBE = pObj->GetLBEPointer(subObject) ) != NULL )
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{
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lClass = pLBE->lbeClass;
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}
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else {
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@@ -4154,7 +4154,8 @@ BOOLEAN ChangeDropPackStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus)
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break;
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}
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if(gWorldItems[wi].object.IsActiveLBE(x)) {
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if(gWorldItems[wi].object.GetLBEPointer(x)->lbeIndex != NONE) {
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LBENODE* pLBE = gWorldItems[wi].object.GetLBEPointer(x);
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if(pLBE && pLBE->lbeIndex != NONE) {
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// Found an associated backpack so figure out how far that pack is from us
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iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, gWorldItems[wi].sGridNo );
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if(gWorldItems[wi].sGridNo == pSoldier->sGridNo) // standing on pack - pickup regardless
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+109
-7
@@ -6,6 +6,9 @@
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#include "screenids.h"
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#include "Action Items.h" // added by Flugente for the ACTION_ITEM_BLOW_UP value
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#include "Random.h" // added by Flugente
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#include "Message.h" // added by BOB for missing LBE info messages
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#include "overhead.h" // added by BOB for missing LBE info messages
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#include "Map Screen Interface.h" // added by BOB for missing LBE info messages
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int BODYPOSFINAL = GUNSLINGPOCKPOS;//RESET in initInventory
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@@ -24,6 +27,83 @@ extern UINT32 guiCurrentItemDescriptionScreen;
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extern BOOLEAN fShowMapInventoryPool;
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//extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo );
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bool checkObjectLBEIntegrity(OBJECTTYPE * object) {
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bool integrityCheck = TRUE;
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for (int i = 0; i < object->ubNumberOfObjects; i++)
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{
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if ((*object)[i]->data.lbe.bLBE == -1 && object->GetLBEPointer(i) == NULL) {
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integrityCheck = false;
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}
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}
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return integrityCheck;
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}
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bool checkLBEArrayIntegrity(bool verbose) {
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bool integrityCheck = TRUE;
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int itemCnt = 0;
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking soldier items...");
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for (int i = 0; i < CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS; i++) {
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if (!gCharactersList[i].fValid || gCharactersList[i].usSolID < 0) continue;
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int id = gCharactersList[i].usSolID;
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SOLDIERTYPE soldier = Menptr[id];
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if (verbose)ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking soldier items (%s)...", soldier.name);
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for (int j = 0; j < soldier.inv.size(); j++) {
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OBJECTTYPE * object = &(soldier.inv[j]);
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if (object->HasAnyActiveLBEs()) {
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if (!checkObjectLBEIntegrity(object)) {
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ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"> LBENODE missing: %s -> %s!", soldier.name, Item[object->usItem].szItemName);
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integrityCheck = false;
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}
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else {
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if (verbose)ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"> OK: %s -> %s", soldier.name, Item[object->usItem].szItemName);
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}
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}
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else {
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if (verbose)ScreenMsg(FONT_MCOLOR_LTGRAY, MSG_INTERFACE, L"> SKIP: %s -> %s", soldier.name, Item[object->usItem].szItemName);
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}
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}
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}
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking around %i world items", gWorldItems.size());
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for (std::vector<WORLDITEM>::iterator worldItem = gWorldItems.begin(); worldItem != gWorldItems.end(); ++worldItem)
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{
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OBJECTTYPE* object = &(worldItem->object);
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if (object->HasAnyActiveLBEs()) {
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if (!checkObjectLBEIntegrity(object)) {
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ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"> LBENODE missing: loaded sector -> %s!", Item[object->usItem].szItemName);
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integrityCheck = false;
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}
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else {
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if (verbose)ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"> OK: loaded sector -> %s", Item[object->usItem].szItemName);
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}
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}
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else {
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if (verbose)ScreenMsg(FONT_MCOLOR_LTGRAY, MSG_INTERFACE, L"> SKIP: loaded sector -> %s", Item[object->usItem].szItemName);
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}
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itemCnt++;
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}
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if (integrityCheck) {
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"LBENODE integrity check passed!");
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}
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else {
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ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Missing LBENODE(s) detected! Restart the game and check last save for corruption.");
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}
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return integrityCheck;
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}
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bool IsSlotAnLBESlot(int slot)
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{
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switch(slot) {
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@@ -179,13 +259,15 @@ void MoveItemsInSlotsToLBE( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots,
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// CHRISL: New function to move items from default pockets to usable pockets
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BOOLEAN MoveItemsToActivePockets( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots, UINT32 uiHandPos, OBJECTTYPE *pObj )
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{
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BOOLEAN flag=FALSE;
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BOOLEAN flag= FALSE;
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if(pObj->IsActiveLBE(0) == false) {
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CreateLBE(pObj, pSoldier->ubID, LBESlots.size());
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}
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LBENODE* pLBE = pObj->GetLBEPointer(0);
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if (!pLBE) return FALSE;
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MoveItemsInSlotsToLBE(pSoldier, LBESlots, pLBE, pObj);
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DestroyLBEIfEmpty(pObj);
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@@ -327,7 +409,7 @@ BOOLEAN MoveItemToLBEItem( SOLDIERTYPE *pSoldier, UINT32 uiHandPos )
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CreateLBE(&(pSoldier->inv[uiHandPos]), pSoldier->ubID, LBESlots.size());
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LBENODE* pLBE = pSoldier->inv[uiHandPos].GetLBEPointer(0);
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for(unsigned int i=0; i<LBESlots.size(); i++)
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for(unsigned int i=0; pLBE && i<LBESlots.size(); i++)
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{
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// Is there an item in this pocket?
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if(pSoldier->inv[LBESlots[i]].exists() == true)
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@@ -359,7 +441,7 @@ BOOLEAN MoveItemFromLBEItem( SOLDIERTYPE *pSoldier, UINT32 uiHandPos, OBJECTTYPE
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}
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LBENODE* pLBE = pObj->GetLBEPointer(0);
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for(unsigned int i=0; i<LBESlots.size(); i++)
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for(unsigned int i=0; pLBE && i<LBESlots.size(); i++)
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{
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// Is there an item in this LBE pocket?
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if(pLBE->inv[i].exists() == true)
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@@ -480,18 +562,38 @@ bool OBJECTTYPE::HasAnyActiveLBEs(SOLDIERTYPE * pSoldier, UINT8 iter)
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LBENODE* OBJECTTYPE::GetLBEPointer(unsigned int index)
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{
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CHAR16 msgTemp[150];
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if (LBEArray.empty() == false) {
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int uniqueID = (*this)[index]->data.lbe.uniqueID;
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for (std::list<LBENODE>::iterator iter = LBEArray.begin(); iter != LBEArray.end(); ++iter) {
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if (iter->uniqueID == uniqueID) {
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return &(*iter);
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}
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}
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//BOB: if we got here somehow it means we're missing LBE data for this uniqueID
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{
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swprintf(msgTemp, L"> Missing LBENODE for %s!", Item[this->usItem].szItemName);
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ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, msgTemp);
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// mark as no longer active LBE
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(*this)[index]->data.lbe.bLBE = 0;
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}
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return NULL;
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}
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//CHRISL: if the LBEArray is empty, we probably need to force the creation of an entry so that future functions don't crash.
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//return NULL;
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LBEArray.resize(1);
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return &(*LBEArray.begin());
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else //BOB: only do this if the LBEArray was actually empty! Otherwise this would create a cascading clusterfuck of missing LBE data.
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{
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//CHRISL: if the LBEArray is empty, we probably need to force the creation of an entry so that future functions don't crash.
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swprintf(msgTemp, L"Reinit LBEArray!");
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ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, msgTemp);
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LBEArray.resize(1);
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return &(*LBEArray.begin());
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}
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}
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bool OBJECTTYPE::exists()
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@@ -254,6 +254,8 @@ public:
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std::vector<OBJECTTYPE> inv;
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};
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#define SIZEOF_LBENODE_POD (offsetof(LBENODE, endOfPOD))
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bool checkLBEArrayIntegrity(bool verbose=false); // BOB: checks all worldItems for missing LBE info
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void CreateLBE(OBJECTTYPE* pObj, UINT8 ubID, int numSubPockets);
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bool DestroyLBEIfEmpty(OBJECTTYPE* pObj);
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void DestroyLBE(OBJECTTYPE* pObj);
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+1
-1
@@ -4836,7 +4836,7 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
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}
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LBENODE* pLBE = pAttachment->GetLBEPointer(0);
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for(unsigned int i=0; i<LBESlots.size(); i++)
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for(unsigned int i=0; pLBE && i<LBESlots.size(); i++)
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{
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// Is there an item in this LBE pocket?
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if( pLBE->inv[i].exists() )
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@@ -989,7 +989,7 @@ void RandomizeMerc(UINT8 profile_id, MERCPROFILESTRUCT* merc, BOOL random_gear_k
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}
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//sidearm for snipers/rifle users (50% chance), and sometimes to just someone randomly (10% chance).
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if (((weapon->ubWeaponType == GUN_SN_RIFLE || weapon->ubWeaponType == GUN_SN_RIFLE) && Random(2) < 1) || (Random(10) < 1 && weapon->ubWeaponType != GUN_PISTOL))
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if ((( weapon->ubWeaponType == GUN_SN_RIFLE || weapon->ubWeaponType == GUN_RIFLE) && Random(2) < 1) || (Random(10) < 1 && weapon->ubWeaponType != GUN_PISTOL))
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{
|
||||
INVTYPE* pistol = GearGetRandomWeapon(min_kit_level, max_kit_level - 1, GUN_PISTOL, -1);
|
||||
|
||||
|
||||
@@ -22397,7 +22397,7 @@ BOOLEAN IsValidArtilleryOrderSector( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
|
||||
|
||||
UINT16 usEnemies = (UINT16)NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, ENEMY_TEAM );
|
||||
UINT16 usMilitia = (UINT16)NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM );
|
||||
UINT16 usMercs = NumPlayerTeamMembersInSector( sSectorX, sSectorY, bSectorZ );
|
||||
UINT16 usMercs = (UINT16)PlayerMercsInSector( (UINT8)sSectorX, (UINT8)sSectorY, (UINT8)bSectorZ );
|
||||
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( sSectorX, sSectorY )]);
|
||||
|
||||
|
||||
@@ -1101,7 +1101,10 @@ void StartInterrupt( void )
|
||||
if ( !gfHiddenInterrupt )
|
||||
{
|
||||
// Stop this guy....
|
||||
if (MercPtrs[LATEST_INTERRUPT_GUY]->exists() )//MM: this was crashing if the LATEST_INTERRUPT_GUY wasn't set
|
||||
if ( LATEST_INTERRUPT_GUY != END_OF_INTERRUPTS // BOB: is this just a blank?
|
||||
&& LATEST_INTERRUPT_GUY <= TOTAL_SOLDIERS // BOB: sanity check
|
||||
&& MercPtrs[LATEST_INTERRUPT_GUY]->exists() //MM: this was crashing if the LATEST_INTERRUPT_GUY wasn't set
|
||||
)
|
||||
{
|
||||
MercPtrs[ LATEST_INTERRUPT_GUY ]->AdjustNoAPToFinishMove( TRUE );
|
||||
MercPtrs[ LATEST_INTERRUPT_GUY ]->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF;
|
||||
|
||||
@@ -2208,7 +2208,16 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
if ( !InKeyRingPopup( ) )
|
||||
{
|
||||
if ( _KeyDown( SHIFT ) )
|
||||
|
||||
if (_KeyDown(CTRL))
|
||||
{
|
||||
checkLBEArrayIntegrity();
|
||||
}
|
||||
else if (_KeyDown(ALT))
|
||||
{
|
||||
checkLBEArrayIntegrity(true);
|
||||
}
|
||||
else if (_KeyDown(SHIFT))
|
||||
{
|
||||
SOLDIERTYPE *pNewSoldier;
|
||||
INT32 iCurrentSquad;
|
||||
|
||||
Reference in New Issue
Block a user