Fixes menu special key deleting ships in Melee fleet rows
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3283 8092fc87-c524-0410-9efc-e669fe64eaf9
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+15
-25
@@ -1088,17 +1088,25 @@ DoEdit (MELEE_STATE *pMS)
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pMS->LastInputTime = GetTimeCounter ();
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}
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else if (pMS->row < NUM_MELEE_ROWS
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&& (PulsedInputState.menu[KEY_MENU_SELECT] ||
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PulsedInputState.menu[KEY_MENU_SPECIAL]))
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&& PulsedInputState.menu[KEY_MENU_SELECT])
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{
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// Show a popup to add a new ship to the current team.
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if (PulsedInputState.menu[KEY_MENU_SELECT])
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pMS->Initialized = 0;
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else
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pMS->Initialized = -1;
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FlushInput ();
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DoPickShip (pMS);
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}
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else if (pMS->row < NUM_MELEE_ROWS
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&& PulsedInputState.menu[KEY_MENU_SPECIAL])
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{
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// TODO: this is a stub; Should we display a ship spin?
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LockMutex (GraphicsLock);
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Deselect (EDIT_MELEE);
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if (pMS->CurIndex != (BYTE)~0)
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{
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// Do something with pMS->CurIndex here
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}
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UnlockMutex (GraphicsLock);
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}
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else if (pMS->row < NUM_MELEE_ROWS &&
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PulsedInputState.menu[KEY_MENU_DELETE])
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{
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@@ -1231,15 +1239,11 @@ DoPickShip (MELEE_STATE *pMS)
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SetMenuSounds (MENU_SOUND_ARROWS, MENU_SOUND_SELECT);
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if (pMS->Initialized <= 0)
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if (!pMS->Initialized)
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{
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if (pMS->CurIndex == (BYTE)~0 && pMS->Initialized == 0)
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if (pMS->CurIndex == (BYTE)~0)
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pMS->CurIndex = 0;
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else if (pMS->CurIndex != (BYTE)~0)
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DeleteCurrentShip (pMS);
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if (pMS->Initialized == 0)
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{
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LockMutex (GraphicsLock);
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Deselect (EDIT_MELEE);
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pMS->InputFunc = DoPickShip;
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@@ -1247,20 +1251,6 @@ DoPickShip (MELEE_STATE *pMS)
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pMS->Initialized = TRUE;
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UnlockMutex (GraphicsLock);
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}
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else
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{
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FleetShipIndex fleetShipIndex = GetShipIndex (pMS->row, pMS->col);
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LockMutex (GraphicsLock);
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Deselect (EDIT_MELEE);
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pMS->Initialized = TRUE;
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AdvanceCursor (pMS);
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pMS->CurIndex = pMS->SideState[pMS->side].TeamImage.ShipList[
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fleetShipIndex];
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UnlockMutex (GraphicsLock);
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DrawMeleeShipStrings (pMS, (BYTE)(pMS->CurIndex));
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}
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}
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else if (PulsedInputState.menu[KEY_MENU_SELECT] ||
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PulsedInputState.menu[KEY_MENU_CANCEL])
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{
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