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New Feature: Different Mineral Types for Mines (by Jazz & Buggler)
- Instead of only having Gold and Silver for Mines, we can now add more mineral types (-> TableData\Map\Minerals.xml) - The initialization of the mineral types of the mines is done in LUA (Scripts\initmines.lua) - Example: https://ja2svn.dyndns.org/source/ja2/trunk/Documents/1.13%20Modding/Modding%20Examples/New%20Minerals-Mines%20Example.zip o In this example we have a new mineral type (Oil) and the Cambria Mine (H8) becomes a Refinery git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6584 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3416,6 +3416,7 @@ void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zS
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INT8 bTownNameID;
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UINT8 ubSectorID = 0;
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UINT8 ubLandType = 0;
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UINT8 ubMineIndex;
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if( sSectorX <= 0 || sSectorY <= 0 || bSectorZ < 0 )
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{
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@@ -3719,6 +3720,13 @@ void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zS
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wcscat( zString, pTownNames[ bTownNameID ] );
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if( fDetailed )
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{
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/*
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ubMineIndex = GetMineIndexForSector( sSectorX, sSectorY );
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if ( gMineStatus[ubMineIndex].sSectorX == sSectorX && gMineStatus[ubMineIndex].sSectorY == sSectorY )
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{
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swprintf( zString, L" %s", MineralsName[gMineStatus[ubMineIndex].ubMineType].sType );
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}
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*/
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switch( ubSectorID )
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{ //Append the word, "mine" for town sectors containing a mine.
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case SEC_B2:
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