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4 changes: 2 additions & 2 deletions GameVersion.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -55,8 +55,8 @@

#endif

CHAR8 czVersionNumber[16] = { "Build 21.07.13" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 10.10.22" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 9141" };
CHAR16 zRevisionNumber[16] = { L"Revision 9402" };

// SAVE_GAME_VERSION is defined in header, change it there
5 changes: 2 additions & 3 deletions Strategic/Map Screen Interface.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6731,11 +6731,10 @@ void TurnOnSectorLocator( UINT8 ubProfileID )
if ( ( ubProfileID == SKYRIDER ) && fSkyRiderSetUp )
{
// if helicopter position is being shown, don't do this, too, cause the helicopter icon is on top and it looks
// like crap. I tried moving the heli icon blit to before, but that screws up it's blitting.
if ( gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
// like crap. I tried moving the heli icon blit to before, but that screws up it's blitting.
if ( gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS && iHelicopterVehicleId != -1 )
{
// can't use his profile, he's where his chopper is
Assert( iHelicopterVehicleId != -1 );
gsSectorLocatorX = pVehicleList[ iHelicopterVehicleId ].sSectorX;
gsSectorLocatorY = pVehicleList[ iHelicopterVehicleId ].sSectorY;
}
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3 changes: 1 addition & 2 deletions Strategic/strategicmap.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4937,9 +4937,8 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, ++pSoldier )
{
// If we are controllable
//if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) )
if ( OK_CONTROLLABLE_MERC( pSoldier ) && (pSoldier->bAssignment == CurrentSquad( ) ||
(pSoldier->bAssignment == VEHICLE && GetSoldierStructureForVehicle( pSoldier->iVehicleId )->bAssignment == CurrentSquad( ))) )
(pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId != iHelicopterVehicleId && GetSoldierStructureForVehicle( pSoldier->iVehicleId )->bAssignment == CurrentSquad( ))) )
{
//Need to keep a copy of a good soldier, so we can access it later, and
//not more than once.
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