Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
40 changes: 40 additions & 0 deletions Generals/Code/GameEngine/Source/Common/RTS/Player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -96,6 +96,7 @@
#include "GameLogic/Module/SpecialPowerModule.h"
#include "GameLogic/Module/SupplyTruckAIUpdate.h"
#include "GameLogic/Module/BattlePlanUpdate.h"
#include "GameLogic/Module/ProductionUpdate.h"
#include "GameLogic/VictoryConditions.h"

#include "GameNetwork/GameInfo.h"
Expand Down Expand Up @@ -1731,6 +1732,18 @@ void Player::setObjectsEnabled(AsciiString templateTypeToAffect, Bool enable)
}
}

//=============================================================================
static void cancelUpgradeInProduction(Object* obj, void* userData)
{
const UpgradeTemplate* upgradeTemplate = static_cast<const UpgradeTemplate*>(userData);
ProductionUpdateInterface* pui = ProductionUpdate::getProductionUpdateInterfaceFromObject(obj);

if (pui && pui->isUpgradeInQueue(upgradeTemplate))
{
pui->cancelUpgrade(upgradeTemplate);
}
}

//=============================================================================
void Player::transferAssetsFromThat(Player *that)
{
Expand All @@ -1739,6 +1752,33 @@ void Player::transferAssetsFromThat(Player *that)
return;
}

#if !RETAIL_COMPATIBLE_CRC
// TheSuperHackers @bugfix Stubbjax 03/02/2026 Cancel any in-progress player upgrades 'that'
// player currently has in progress that 'this' player already has in progress or completed.
std::vector<const UpgradeTemplate*> upgradesToCancel;
for (Upgrade* upgrade = that->m_upgradeList; upgrade; upgrade = upgrade->friend_getNext())
{
const UpgradeTemplate* upgradeTemplate = upgrade->getTemplate();

if (upgrade->getStatus() == UPGRADE_STATUS_IN_PRODUCTION
&& upgradeTemplate->getUpgradeType() == UPGRADE_TYPE_PLAYER
&& (hasUpgradeComplete(upgradeTemplate) || hasUpgradeInProduction(upgradeTemplate)))
{
upgradesToCancel.push_back(upgradeTemplate);
}
}

for (std::vector<const UpgradeTemplate*>::iterator cancelIt = upgradesToCancel.begin(); cancelIt != upgradesToCancel.end(); ++cancelIt)
{
const UpgradeTemplate* upgradeTemplate = *cancelIt;
that->iterateObjects(cancelUpgradeInProduction, (void*)upgradeTemplate);
}

// TheSuperHackers @bugfix Stubbjax 03/02/2026 Ensure the in-progress upgrade mask is copied from 'that'
// player to 'this' player to prevent duplicate player upgrades being purchased.
m_upgradesInProgress.set(that->m_upgradesInProgress);
#endif

std::list<Object *> objsToTransfer;

// let's not transfer beacons
Expand Down
39 changes: 39 additions & 0 deletions GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2116,6 +2116,18 @@ void Player::setObjectsEnabled(AsciiString templateTypeToAffect, Bool enable)
}
}

//=============================================================================
static void cancelUpgradeInProduction(Object* obj, void* userData)
{
const UpgradeTemplate* upgradeTemplate = static_cast<const UpgradeTemplate*>(userData);
ProductionUpdateInterface* pui = ProductionUpdate::getProductionUpdateInterfaceFromObject(obj);

if (pui && pui->isUpgradeInQueue(upgradeTemplate))
{
pui->cancelUpgrade(upgradeTemplate);
}
}

//=============================================================================
void Player::transferAssetsFromThat(Player *that)
{
Expand All @@ -2124,6 +2136,33 @@ void Player::transferAssetsFromThat(Player *that)
return;
}

#if !RETAIL_COMPATIBLE_CRC
// TheSuperHackers @bugfix Stubbjax 03/02/2026 Cancel any in-progress player upgrades 'that'
// player currently has in progress that 'this' player already has in progress or completed.
std::vector<const UpgradeTemplate*> upgradesToCancel;
for (Upgrade* upgrade = that->m_upgradeList; upgrade; upgrade = upgrade->friend_getNext())
{
const UpgradeTemplate* upgradeTemplate = upgrade->getTemplate();

if (upgrade->getStatus() == UPGRADE_STATUS_IN_PRODUCTION
&& upgradeTemplate->getUpgradeType() == UPGRADE_TYPE_PLAYER
&& (hasUpgradeComplete(upgradeTemplate) || hasUpgradeInProduction(upgradeTemplate)))
{
upgradesToCancel.push_back(upgradeTemplate);
}
}

for (std::vector<const UpgradeTemplate*>::iterator cancelIt = upgradesToCancel.begin(); cancelIt != upgradesToCancel.end(); ++cancelIt)
{
const UpgradeTemplate* upgradeTemplate = *cancelIt;
that->iterateObjects(cancelUpgradeInProduction, (void*)upgradeTemplate);
}

// TheSuperHackers @bugfix Stubbjax 03/02/2026 Ensure the in-progress upgrade mask is copied from 'that'
// player to 'this' player to prevent duplicate player upgrades being purchased.
m_upgradesInProgress.set(that->m_upgradesInProgress);
#endif

std::list<Object *> objsToTransfer;

// let's not transfer beacons
Expand Down
Loading