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Fixed buffer overrun for LUA strings
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+12
-12
@@ -917,8 +917,8 @@ BOOLEAN CanCharacterRepairButDoesntHaveARepairkit( SOLDIERTYPE *pSoldier )
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// check that character is alive, oklife, has repair skill, and equipment, etc.
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BOOLEAN CanCharacterRepair( SOLDIERTYPE *pSoldier )
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{
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INT8 bPocket = 0;
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BOOLEAN fToolKitFound = FALSE;
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//INT8 bPocket = 0;
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//BOOLEAN fToolKitFound = FALSE;
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if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
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{
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@@ -1565,8 +1565,8 @@ BOOLEAN CanCharacterPractise( SOLDIERTYPE *pSoldier )
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BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier )
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{
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INT32 cnt = 0;
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SOLDIERTYPE *pTeamSoldier = NULL;
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//INT32 cnt = 0;
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//SOLDIERTYPE *pTeamSoldier = NULL;
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// can character train at all
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if( CanCharacterPractise( pSoldier ) == FALSE )
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@@ -1588,7 +1588,7 @@ BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier )
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BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
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{
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INT32 iCounter = 0;
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//INT32 iCounter = 0;
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// can character train at all
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if( CanCharacterPractise( pSoldier ) == FALSE )
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@@ -2047,8 +2047,8 @@ UINT8 FindNumberInSectorWithAssignment( INT16 sX, INT16 sY, INT8 bAssignment )
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{
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// run thought list of characters find number with this assignment
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SOLDIERTYPE *pSoldier, *pTeamSoldier;
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INT32 cnt=0;
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INT32 iCounter=0;
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INT32 cnt=0;
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//INT32 iCounter=0;
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INT8 bNumberOfPeople = 0;
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// set psoldier as first in merc ptrs
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@@ -2137,11 +2137,11 @@ UINT16 CalculateHealingPointsForDoctor(SOLDIERTYPE *pDoctor, UINT16 *pusMaxPts,
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}
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// calculate effective doctoring rate (adjusted for drugs, alcohol, etc.)
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usHealPts = ( EffectiveMedical( pDoctor ) * (( EffectiveDexterity( pDoctor ) + EffectiveWisdom( pDoctor ) ) / 2) * (100 + ( 5 * EffectiveExpLevel( pDoctor) ) ) ) / gGameExternalOptions.ubDoctoringRateDivisor;
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usHealPts = (UINT16) (( EffectiveMedical( pDoctor ) * (( EffectiveDexterity( pDoctor ) + EffectiveWisdom( pDoctor ) ) / 2) * (100 + ( 5 * EffectiveExpLevel( pDoctor) ) ) ) / gGameExternalOptions.ubDoctoringRateDivisor);
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// calculate normal doctoring rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
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// and equipment was not a hindrance
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*pusMaxPts = ( pDoctor -> bMedical * (( pDoctor -> bDexterity + pDoctor -> bWisdom ) / 2 ) * (100 + ( 5 * pDoctor->bExpLevel) ) ) / gGameExternalOptions.ubDoctoringRateDivisor;
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*pusMaxPts = (UINT16) (( pDoctor -> bMedical * (( pDoctor -> bDexterity + pDoctor -> bWisdom ) / 2 ) * (100 + ( 5 * pDoctor->bExpLevel) ) ) / gGameExternalOptions.ubDoctoringRateDivisor);
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// adjust for fatigue
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ReducePointsForFatigue( pDoctor, &usHealPts );
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@@ -2196,11 +2196,11 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
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}
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// calculate effective repair rate (adjusted for drugs, alcohol, etc.)
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usRepairPts = (EffectiveMechanical( pSoldier ) * EffectiveDexterity( pSoldier ) * (100 + ( 5 * EffectiveExpLevel( pSoldier) ) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay );
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usRepairPts = (UINT16) ((EffectiveMechanical( pSoldier ) * EffectiveDexterity( pSoldier ) * (100 + ( 5 * EffectiveExpLevel( pSoldier) ) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay ));
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// calculate normal repair rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
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// and equipment was not a hindrance
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*pusMaxPts = ( pSoldier -> bMechanical * pSoldier -> bDexterity * (100 + ( 5 * pSoldier->bExpLevel) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay );
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*pusMaxPts = (UINT16) (( pSoldier -> bMechanical * pSoldier -> bDexterity * (100 + ( 5 * pSoldier->bExpLevel) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay ));
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// adjust for fatigue
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@@ -2275,7 +2275,7 @@ void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ )
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{
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SOLDIERTYPE *pSoldier, *pTeamSoldier;
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INT32 cnt=0;
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INT32 iCounter=0;
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//INT32 iCounter=0;
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// set psoldier as first in merc ptrs
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pSoldier = MercPtrs[0];
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