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https://github.com/jmarshall23/CnC_Remastered_Collection.git
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Hack fix for radar crash! Fix other UI elements.
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@@ -571,14 +571,14 @@ void DisplayClass::Set_View_Dimensions(int x, int y, int width, int height)
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// ST - 3/1/2019 12:05PM
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// Made the below code more consistent with the width calculation. This is needed if we aren't going to draw the tabs at the top of the screen
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//
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//if (height == -1) {
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// TacLeptonHeight = Pixel_To_Lepton(SeenBuff.Get_Height() - y);
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// //height = (SeenBuff.Get_Height()-y) / CELL_PIXEL_H;
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//}
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//else {
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// TacLeptonHeight = height * CELL_LEPTON_H;
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//}
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TacLeptonHeight = height * CELL_LEPTON_H;
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if (height == -1) {
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TacLeptonHeight = Pixel_To_Lepton(SeenBuff.Get_Height() - y);
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//height = (SeenBuff.Get_Height()-y) / CELL_PIXEL_H;
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}
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else {
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TacLeptonHeight = height * CELL_LEPTON_H;
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}
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//TacLeptonHeight = height * CELL_LEPTON_H;
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/*
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** Adjust the tactical cell if it is now in an invalid position
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@@ -3300,7 +3300,7 @@ int DisplayClass::TacticalClass::Action(unsigned flags, KeyNumType & key)
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}
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}
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return true; //(GadgetClass::Action(0, key));
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return (GadgetClass::Action(0, key));
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}
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+1
-1
@@ -413,7 +413,7 @@ int Do_Menu(char const ** strings, bool )
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** specified menu.
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*/
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WindowList[WINDOW_MENU][WINDOWWIDTH] = (MenuList[0][ITEMWIDTH] + 2) * 8;
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WindowList[WINDOW_MENU][WINDOWX] = (19 - (length >> 4)) * 8;
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WindowList[WINDOW_MENU][WINDOWX] = ScreenWidth - ((19 - (length >> 4)) * 8);
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WindowList[WINDOW_MENU][WINDOWY] = 174 - (unsigned)(MenuList[0][ITEMSHIGH] * (FontHeight+FontYSpacing));
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WindowList[WINDOW_MENU][WINDOWHEIGHT] = MenuList[0][ITEMSHIGH] * FontHeight + 5 /*11*/;
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@@ -1042,7 +1042,7 @@ bool SidebarClass::Activate(int control)
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** activate it on the left side of the screen.
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*/
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if (IsSidebarActive /*&& X*/) {
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Set_View_Dimensions(0, 8 * RESFACTOR, ((320-SIDE_WIDTH)/ICON_PIXEL_W) * RESFACTOR);
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Set_View_Dimensions(0, 8 * RESFACTOR, (((ScreenWidth/2)-SIDE_WIDTH)/ICON_PIXEL_W) * RESFACTOR);
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IsToRedraw = true;
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Help_Text(TXT_NONE);
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Repair.Zap();
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+8
-5
@@ -1482,7 +1482,7 @@ bool UnitClass::Goto_Clear_Spot(void)
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* HISTORY: *
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* 06/18/1994 JLB : Created. *
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*=============================================================================================*/
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bool UnitClass::Try_To_Deploy(void)
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bool UnitClass::Try_To_Deploy(bool isScriptUnpack) // jmarshall - added isScriptUnpack
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{
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assert(Units.ID(this) == ID);
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assert(IsActive);
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@@ -1498,7 +1498,10 @@ bool UnitClass::Try_To_Deploy(void)
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CELL cell = Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW));
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if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(cell)) {
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if (PlayerPtr == House) {
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Speak(VOX_DEPLOY);
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// jmarshall: Don't play failure to deploy if the map script is trying to deploy the unit.
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if (!isScriptUnpack) {
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Speak(VOX_DEPLOY);
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}
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}
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if (!House->IsHuman) {
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BuildingTypeClass::As_Reference(STRUCT_CONST).Flush_For_Placement(cell, House);
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@@ -1629,7 +1632,7 @@ void UnitClass::Per_Cell_Process(PCPType why)
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** preparing to deploy. In this case, it should begin its deploy process.
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*/
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if (IsDeploying) {
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Try_To_Deploy();
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Try_To_Deploy(false);
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if (!IsActive) return; // Unit no longer exists -- bail.
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}
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}
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@@ -2574,7 +2577,7 @@ int UnitClass::Mission_Unload(void)
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case 1:
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if (!IsDriving) {
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Try_To_Deploy();
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Try_To_Deploy(true);
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if (IsActive) {
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if (IsDeploying) {
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Status = 2;
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@@ -2984,7 +2987,7 @@ int UnitClass::Mission_Hunt(void)
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*/
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case FIND_SPOT:
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if (Goto_Clear_Spot()) {
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if (Try_To_Deploy()) {
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if (Try_To_Deploy(false)) {
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Status = WAITING;
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}
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}
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+1
-1
@@ -134,7 +134,7 @@ class UnitClass : public DriveClass
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static void Init(void);
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bool Goto_Clear_Spot(void);
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bool Try_To_Deploy(void);
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bool Try_To_Deploy(bool isScriptUnpack);
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virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
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bool Tiberium_Check(CELL ¢er, int x, int y);
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@@ -2252,7 +2252,7 @@ rept_loop:
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shr ebx , 5
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imul ecx , - 13
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mov [ counter_x ] , ebx
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lea ecx , [ remapref_point + ecx ]
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lea ecx , [ remapref_point ]
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mov [ entry ] , ecx
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remapoutter_loop:
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@@ -2495,7 +2495,7 @@ rept_loop:
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imul ecx , -13
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shr ebx , 5
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mov [ counter_x ] , ebx
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lea ecx , [ trans_ref_point + ecx ]
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lea ecx , [ trans_ref_point ]
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mov [ entry ] , ecx
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trans_outter_loop:
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@@ -2558,7 +2558,7 @@ rept_loop2:
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shr ebx , 5
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imul ecx , - 17
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mov [ counter_x ] , ebx
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lea ecx , [ trans_remapref_point + ecx ]
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lea ecx , [ trans_remapref_point ]
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mov [ entry ] , ecx
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trans_remapoutter_loop:
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