forked from Mirrors/openclonk
fix #724: revers the order in which GetCrew(plr,index) returns the crew
parent
65d50da83f
commit
28e2bdbb92
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@ -34,7 +34,7 @@ protected func Construction()
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progress_bar_links = [];
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// find all clonks of this crew which do not have a selector yet (and can have one)
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for(var i=GetCrewCount(GetOwner())-1; i >= 0; --i)
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for(var i=0; i < GetCrewCount(GetOwner()); ++i)
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{
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var crew = GetCrew(GetOwner(),i);
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if(!(crew->HUDAdapter())) continue;
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@ -643,10 +643,8 @@ private func CreateSelectorFor(object clonk)
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/** Rearranges the CrewSelectors in the correct order */
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private func ReorderCrewSelectors(object leaveout)
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{
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// somehow new crew gets sorted at the beginning
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// because we dont want that, the for loop starts from the end
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var j = 0;
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for(var i=GetCrewCount(GetOwner())-1; i >= 0; --i)
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for(var i=0; i < GetCrewCount(GetOwner()); ++i)
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{
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var spacing = 12;
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var crew = GetCrew(GetOwner(),i);
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@ -711,12 +711,12 @@
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# Crew
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[Assignment]
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Key=R
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Key=T
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GUIGroup=70
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Control=PreviousCrew
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[Assignment]
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Key=T
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Key=R
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GUIGroup=70
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Control=NextCrew
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@ -844,12 +844,12 @@
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# Crew
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[Assignment]
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Key=P
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Key=Y
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Control=PreviousCrew
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GUIGroup=70
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[Assignment]
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Key=Y
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Key=P
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Control=NextCrew
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GUIGroup=70
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@ -126,7 +126,7 @@ protected func InitializePlayer(int plr)
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SetPlayerZoomByViewRange(plr, 400, nil, PLRZOOM_Direct);
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// First clonk.
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clonk = GetCrew(plr, 1);
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clonk = GetCrew(plr, 0);
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clonk->SetPosition(200, 440);
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effect = AddEffect("ClonkOneRestore", clonk, 100, 10);
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effect.to_x = 200;
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@ -145,14 +145,14 @@ protected func InitializePlayer(int plr)
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effect.to_container = clonk;
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// Second clonk.
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clonk = GetCrew(plr, 0);
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clonk = GetCrew(plr, 1);
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clonk->SetPosition(30, 680);
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effect = AddEffect("ClonkTwoRestore", clonk, 100, 10);
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effect.to_x = 30;
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effect.to_y = 680;
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// Select first clonk
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SetCursor(plr, GetCrew(plr, 1));
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SetCursor(plr, GetCrew(plr, 0));
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// Create tutorial guide, add messages, show first.
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guide = CreateTutorialGuide(plr);
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@ -476,7 +476,7 @@ void C4Player::PlaceReadyCrew(int32_t tx1, int32_t tx2, int32_t ty, C4Object *Fi
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if ((nobj=Game.CreateInfoObject(pInfo,Number,ctx,cty)))
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{
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// Add object to crew
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Crew.Add(nobj, C4ObjectList::stMain);
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Crew.Add(nobj, C4ObjectList::stNone);
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// add visibility range
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nobj->SetPlrViewRange(C4FOW_Def_View_RangeX);
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// If base is present, enter base
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@ -1033,7 +1033,7 @@ bool C4Player::MakeCrewMember(C4Object *pObj, bool fForceInfo, bool fDoCalls)
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// Add to crew
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if (!Crew.GetLink(pObj))
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Crew.Add(pObj, C4ObjectList::stMain);
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Crew.Add(pObj, C4ObjectList::stNone);
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// add plr view
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if (!pObj->PlrViewRange) pObj->SetPlrViewRange(C4FOW_Def_View_RangeX); else pObj->PlrFoWActualize();
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