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Whitespace formatting for SAVED_GAME_HEADER
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+20
-32
@@ -38,41 +38,29 @@ class SOLDIERTYPE;
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typedef struct
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typedef struct
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{
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{
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UINT32 uiSavedGameVersion;
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UINT32 uiSavedGameVersion;
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CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
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CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
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CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
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CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
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UINT32 uiFlags;
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UINT32 uiFlags;
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#ifdef CRIPPLED_VERSION
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#ifdef CRIPPLED_VERSION
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UINT8 ubCrippleFiller[20];
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UINT8 ubCrippleFiller[20];
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#endif
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#endif
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//The following will be used to quickly access info to display in the save/load screen
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//The following will be used to quickly access info to display in the save/load screen
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UINT32 uiDay;
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UINT32 uiDay;
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UINT8 ubHour;
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UINT8 ubHour;
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UINT8 ubMin;
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UINT8 ubMin;
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INT16 sSectorX;
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INT16 sSectorX;
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INT16 sSectorY;
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INT16 sSectorY;
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INT8 bSectorZ;
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INT8 bSectorZ;
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UINT16 ubNumOfMercsOnPlayersTeam;
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UINT16 ubNumOfMercsOnPlayersTeam;
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INT32 iCurrentBalance;
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INT32 iCurrentBalance;
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UINT32 uiCurrentScreen;
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UINT32 uiCurrentScreen;
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BOOLEAN fAlternateSector;
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BOOLEAN fWorldLoaded;
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BOOLEAN fAlternateSector;
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UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
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GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
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BOOLEAN fWorldLoaded;
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UINT32 uiRandom;
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UINT8 ubFiller[494]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
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UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
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GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
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UINT32 uiRandom;
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UINT8 ubFiller[494]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
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} SAVED_GAME_HEADER;
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} SAVED_GAME_HEADER;
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